• TF2 Emporium 66
    3,582 replies, posted
Dont think I've posted this here yet, [t]https://puu.sh/vKc3e.png[/t] Based on Dusty's concept Basically done(?) but feel free to give critiques or changes still.
[QUOTE=Cobaltcakes;52204251]Dont think I've posted this here yet, Based on Dusty's concept Basically done(?) but feel free to give critiques or changes still.[/QUOTE] Don't know why, but the mask feels a bit off. Possibly the flat front of the face? Jacket looks amazing though.
[QUOTE=Cobaltcakes;52204251]Dont think I've posted this here yet, [t]https://puu.sh/vKc3e.png[/t] Based on Dusty's concept Basically done(?) but feel free to give critiques or changes still.[/QUOTE] I'd love to see another grenade undervthe current one so it would look a bit less symettrical.
[QUOTE=Metaru;52205658]I'd love to see another grenade undervthe current one so it would look a bit less symettrical.[/QUOTE] There was one in the original concept, but unfortunately I am right at the tri limit. I was able to get a few more to give the pocket some shape but a whole nother cylinder is definitely not going to be able to happen unless I make them both super low poly and ugly.
[QUOTE=Cobaltcakes;52204251]Dont think I've posted this here yet, [t]https://puu.sh/vKc3e.png[/t] Based on Dusty's concept Basically done(?) but feel free to give critiques or changes still.[/QUOTE] How about removing the second belt? [img]http://manschitz.com/projects/tf2/feedback_pyrosuit.jpg[/img]
Finally got Lazarus up on to the Workshop! It's been a labor of love from all of us. Check it out! [thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508222305_1.jpg[/thumb][thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508223402_1.jpg[/thumb] [thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508222852_1.jpg[/thumb][thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508222337_1.jpg[/thumb] [thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508223708_1.jpg[/thumb][thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508223807_1.jpg[/thumb] [thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170509104632_1.jpg[/thumb][thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508225725_1.jpg[/thumb] [thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170509104555_1.jpg[/thumb][thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170509104804_1.jpg[/thumb] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=922476326][b]Workshop Link[/b][/url]
speaking of maps, ive always wondered if it would even be feasible to make a tf2 map with the amount of detail and nuance that dark souls areas have without sacrificing performance
tf2 maps are truly detailed as they are. every inch and every corner is its own world and would work on its own but work better as a whole. detail doesnt mean a dozen of doodads per square inch, means that every part of it was carefully designed.
[QUOTE=Metaru;52207222]tf2 maps are truly detailed as they are. every inch and every corner is its own world and would work on its own but work better as a whole. detail doesnt mean a dozen of doodads per square inch, means that every part of it was carefully designed.[/QUOTE] Quality over quantity. I agree, you don't really need to use a million props to tell a good story about the location and history of the map.
that's not what I'm here to argue about, I mean the sheer amount of attention to detail and geometry placed in every inch of the game's world so as to make the world breathe and feel alive and believable where another studio would repeat a looping tile texture, fromsoft would place individual tiles at offset heights and jutting bricks in large brick walls that give the illusion of age and wear I'm not saying TF2 maps arent detailed but to say they're anywhere as close to as detailed as the dark souls worlds is beyond falsifiable but thats not to say they cant be
hey guys i have a new idea for a map its based on silent hill and its going to be super detailed
[QUOTE=ikes;52207631]that's not what I'm here to argue about, I mean the sheer amount of attention to detail and geometry placed in every inch of the game's world so as to make the world breathe and feel alive and believable where another studio would repeat a looping tile texture, fromsoft would place individual tiles at offset heights and jutting bricks in large brick walls that give the illusion of age and wear I'm not saying TF2 maps arent detailed but to say they're anywhere as close to as detailed as the dark souls worlds is beyond falsifiable but thats not to say they cant be[/QUOTE] Dark Souls and beyond runs on a completely different engine. TF2, despite a few adjustments here and there, is still on Source. Apples to oranges in this case. Source can do a lot of amazing things depending on how talented the people are behind it, for instance: Team Fortress 2, Dear Esther, and the Titanfall series are all on Source, but a few tweaks here and there and different teams behind them make them look very different. "Look" is the keyword here, though. From a technical standpoint, Source is still very limited. You can push it to the brink a lot but you're still bound by a lot of limitations. Doing multiple tilesets is, sure, possible, but not in the way you want [.VMTs don't work like that] and it adds on to more and more limits that the engine has, and it all depends on how you implement them. Models will look better, but at the cost of optimization. Textures can also look good but then you also get into bloating with minor variations here and there. You're talking about implementing something akin to the Megatextures in Wolfenstein or Doom 2016, and that's something that Source simply can't do. Especially in a multiplayer game with minimal engine updates since launch in 2007. From the amount of detail I have in Lazarus alone, I'm close to hitting limits [and have hit some already] in brushes, brushsides, waterindices, and entdata. It's pushin' it. Another thing to consider: Dark Souls is a modern single-player game with minor multiplayer elements released in 2012. A single-player experience can have so much more detail than a multiplayer one could ever dream of. Each player is another high quality dynamic model to render in the battlefield, along with their weapons, cosmetics, and effects like bullets, fires, jarate, etc. In a multiplayer game, optimization is absolutely key. It's why MvM maps are notably less detailed - there's so much that will be on screen at any given point that sacrifices must be made. TF2 maps can be very pretty. People can make amazing maps despite the limitations that Source puts on them, and you don't need to have maps be ultra detailed to look pretty, you just need to know how to play with the hand you're dealt. Figure it out and you too can make a map. But for what you want, it doesn't sound like TF2 is the game you want to map for.
[QUOTE=ikes;52207631]that's not what I'm here to argue about, I mean the sheer amount of attention to detail and geometry placed in every inch of the game's world so as to make the world breathe and feel alive and believable where another studio would repeat a looping tile texture, fromsoft would place individual tiles at offset heights and jutting bricks in large brick walls that give the illusion of age and wear I'm not saying TF2 maps arent detailed but to say they're anywhere as close to as detailed as the dark souls worlds is beyond falsifiable but thats not to say they cant be[/QUOTE] so you basically answered yourself. an ikes's post, ladies and gentlemen.
Ok so this is actually an unironic question about maps based on another source material, but would a map inspired by Mother Base from MGS5 be a doable concept? [T]http://oyster.ignimgs.com/mediawiki/apis.ign.com/the-phantom-pain/3/3a/Screen_Shot_2015-08-27_at_11.29.20_AM.jpg[/T] At this point, this really is just an idea that's been floating about in my head and I'm yet to find a way to properly plan this one out, but my current plan is either a CP or KOTH map.
[QUOTE=Dusty-Pixels;52208017]Ok so this is actually an unironic question about maps based on another source material, but would a map inspired by Mother Base from MGS5 be a doable concept? [T]http://oyster.ignimgs.com/mediawiki/apis.ign.com/the-phantom-pain/3/3a/Screen_Shot_2015-08-27_at_11.29.20_AM.jpg[/T] At this point, this really is just an idea that's been floating about in my head and I'm yet to find a way to properly plan this one out, but my current plan is either a CP or KOTH map.[/QUOTE] Totally possible, some others have even done similar [don't be discouraged], just keep optimization in mind when building. Most of the appearance can be achieved through out-of-bounds detailing and 3D skybox.
[QUOTE=Metaru;52207918]so you basically answered yourself. an ikes's post, ladies and gentlemen.[/QUOTE] but I'm wondering if that level of nuance and detail is accomplishable in the source engine without impacting performance more than the next map
[QUOTE=Void Skull;52206317]Finally got Lazarus up on to the Workshop! It's been a labor of love from all of us. Check it out! [thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508222305_1.jpg[/thumb][thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508223402_1.jpg[/thumb] [thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508222852_1.jpg[/thumb][thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508222337_1.jpg[/thumb] [thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508223708_1.jpg[/thumb][thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508223807_1.jpg[/thumb] [thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170509104632_1.jpg[/thumb][thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508225725_1.jpg[/thumb] [thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170509104555_1.jpg[/thumb][thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170509104804_1.jpg[/thumb] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=922476326][b]Workshop Link[/b][/url][/QUOTE] Will this map also be updated when Valve releases their jungle assets? Also—and this is a complaint that I have with most high quality community maps—the detail seems too mirrored, to an uncanny degree.
[QUOTE=Dusty-Pixels;52208017]Ok so this is actually an unironic question about maps based on another source material, but would a map inspired by Mother Base from MGS5 be a doable concept? At this point, this really is just an idea that's been floating about in my head and I'm yet to find a way to properly plan this one out, but my current plan is either a CP or KOTH map.[/QUOTE] Could possibly work well, just should make sure the water isn't too visible from inside the playable area.
[QUOTE=Cobaltcakes;52204251]Dont think I've posted this here yet, [t]https://puu.sh/vKc3e.png[/t] Based on Dusty's concept Basically done(?) but feel free to give critiques or changes still.[/QUOTE] Looks like he pissed himself. [QUOTE=Void Skull;52206317]Finally got Lazarus up on to the Workshop! It's been a labor of love from all of us. Check it out! [thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508222305_1.jpg[/thumb][thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508223402_1.jpg[/thumb] [thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508222852_1.jpg[/thumb][thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508222337_1.jpg[/thumb] [thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508223708_1.jpg[/thumb][thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508223807_1.jpg[/thumb] [thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170509104632_1.jpg[/thumb][thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170508225725_1.jpg[/thumb] [thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170509104555_1.jpg[/thumb][thumb]https://dl.dropboxusercontent.com/u/586461/Models/2016/Maps/Lazarus/Workshop%20Release/20170509104804_1.jpg[/thumb] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=922476326][b]Workshop Link[/b][/url][/QUOTE] Vince_McMahon.gif
[QUOTE=Dusty-Pixels;52208017]Ok so this is actually an unironic question about maps based on another source material, but would a map inspired by Mother Base from MGS5 be a doable concept? [T]http://oyster.ignimgs.com/mediawiki/apis.ign.com/the-phantom-pain/3/3a/Screen_Shot_2015-08-27_at_11.29.20_AM.jpg[/T] At this point, this really is just an idea that's been floating about in my head and I'm yet to find a way to properly plan this one out, but my current plan is either a CP or KOTH map.[/QUOTE] A single core or two would be very doable but if you're thinking of adding more areas you're gonna run into trouble. Now that I think about a 5 CP Motherbase style map would be pretty interesting.
A giant Oil rig map in general sounds interesting
O hai smee again i'll be remaking my O/U shotgun fairly soon (i'll never stop remaking old items), and i thought it needed a trusty sidekick. Based on various hammerless top-break .38 revolvers [T]http://i.imgur.com/q7EIfnj.png[/T][T]http://i.imgur.com/qgSkD1K.png[/T][T]http://i.imgur.com/qVwb4Rt.png[/T] I'd appreciate some thoughts on the overall design before i start unwrapping.
[QUOTE=Cosmic feel;52209714]A giant Oil rig map in general sounds interesting[/QUOTE] There is this Mvm map. [url]https://steamcommunity.com/sharedfiles/filedetails/?id=463499205[/url]
[QUOTE=Cosmic feel;52209714]A giant Oil rig map in general sounds interesting[/QUOTE] I made one 9 years ago, didn't know much about visleafs back then and even used Half-Life props and textures *shame on me* [url="http://gamebanana.com/maps/53813"][t]http://files.gamebanana.com/img/ss/maps/118773.jpg[/t][/url] [url]http://gamebanana.com/maps/53813[/url]
[QUOTE=Spike Nitros;52209776]Snip-O[/QUOTE] Alrighty! It's looking great but still needs some of those minor details that revolvers tend to have, like rear sights and the hammer. Taper the barrel outwards, enhance the forward sight and add more polygons to the trigger guard maybe make some adjustments to the grip and round it up a bit more.
Hey everyone ! I've recentely got back to a model, this is a model of a light mercenary from an old tf2c concept art by [URL="https://facepunch.com/showthread.php?t=1445480&p=47303628&viewfull=1#post47303628"]Badgerpig[/URL]. [t]https://image.noelshack.com/fichiers/2017/19/1494515073-lightmerc.png[/t][t]https://image.noelshack.com/fichiers/2017/19/1494515066-preview.png[/t] [URL="https://p3d.in/ZmY76"]A link to a 3D view[/URL] So basically when I was working on the texture, I realized that I suck too much at drawing to make a good texture, and that I don't have enough experience to do the rigging. So I am wondering if someone would be interested into doing the texture and/or the rigging. If someone is actually interested, contact me on [URL="https://twitter.com/EPengam"]twitter[/URL] or add me on [URL="http://steamcommunity.com/id/VeryImportantPig"]steam[/URL].
[IMG]http://i.imgur.com/Zg6nYMl.png?1[/IMG] well.... nice to see you eveyone I'm back to darwing and i need some feedback for it
So uh, this place's mainly for workshop items nowadays... But i made this mod that i put pretty high effort into that i thought y'all would like, so i'll just leave this here. [URL="http://gamebanana.com/guis/32887"]HQ Menu Characters[/URL] [T]http://files.gamebanana.com/img/ss/guis/5914ab01c4960.jpg[/T]
If you make a promo we can definitely add it do the OP for everyone to download.
[QUOTE=Frying Dutchman;52215560]If you make a promo we can definitely add it do the OP for everyone to download.[/QUOTE] I'll do that as soon as possible.
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