Also there's a limit to 5 bones per prop so keep that in mind, That's partly why I took the flaps off the box (also because they were clipping with the ground).
[IMG]http://armsrace.tf2maps.net/images/ArmsRace_Logo_Title_Blog.jpg[/IMG]
The Arms Race 3 begins. More info on [URL="http://armsrace.tf2maps.net/"]armsrace.tf2maps.net[/URL] and the [URL="https://facepunch.com/showthread.php?t=1565588"]Facepunch thread[/URL].
Hey!
I found one of my old concepts and it might fit well with jungle update.
Can be all class or sniper only.
[t]http://i.imgur.com/gxhQd40.png[/t]
Claimable!
Here's a bonus compilation of the new props for the website:
[t]http://manschitz.com/projects/tf2/armsrace_props.jpg[/t]
@Lombax is that a shotgun or a scattergun?
At first I thought you meant it to be a heavy shotgun, but the trigger guard is too small for him.
Figures I finish the model for this when Arms Race starts. Will probably ask for help texturing it after it blows over.
[t]http://i.imgur.com/vmLhALv.png[/t]
[B][U]EDIT:[/U][/B]
Well nvm, ForbiddenF offered really fast to do the texture! Hopefully I'll have something to show soon
-snippo; wrong chat-
[QUOTE=ZombiPlastiClok;52285752]Figures I finish the model for this when Arms Race starts. Will probably ask for help texturing it after it blows over.
[t]http://i.imgur.com/vmLhALv.png[/t]
[B][U]EDIT:[/U][/B]
Well nvm, ForbiddenF offered really fast to do the texture! Hopefully I'll have something to show soon[/QUOTE]
I feel like the place where the trigger + small receiver meets the larger receiver is a bit too simple/unimaginative. Not sure how you could spruce it up, but it just seems weird.
[QUOTE=Cufflux;52286343]I feel like the place where the trigger + small receiver meets the larger receiver is a bit too simple/unimaginative. Not sure how you could spruce it up, but it just seems weird.[/QUOTE]
I agree but I couldn't think of any way to spice it up. Looking at other guns in Quake they just have regular triggers and trigger guards. The Q1 shotgun model doesn't have one since its only used in the viewmodel (since the player starts with it), so I figured boring and functional would do
[QUOTE=ZombiPlastiClok;52286429]I agree but I couldn't think of any way to spice it up. Looking at other guns in Quake they just have regular triggers and trigger guards. The Q1 shotgun model doesn't have one since its only used in the viewmodel (since the player starts with it), so I figured boring and functional would do[/QUOTE]
terrible philosophy to have
every single detail on your models should be eyecatching and impressive
[QUOTE=ikes;52286593]every single detail on your models should be eyecatching and impressive[/QUOTE]
Wouldn't that lead to it being overly noise and nothing really standing out?
[QUOTE=Sims_doc;52286693]Wouldn't that lead to it being overly noise and nothing really standing out?[/QUOTE]
I see where you're coming from, Ikes, but I agree with Sims. The big parts people will see the most (stock, barrel, etc) should be eye catching and appealing. The trigger and guard is almost always covered by the user's hands, and is practically invisible from afar.
That's why I kept it simple. It's a important detail, yes, but definitely not the most visible part of it, nor the defining feature of the gun
[QUOTE=Sims_doc;52286693]Wouldn't that lead to it being overly noise and nothing really standing out?[/QUOTE]
hardly
it doesnt need to be detailed to be impressive, it just needs to look good and suit the silhouette and theme of the weapon
produce it well, dont make excuses not to make it look good
[QUOTE=ikes;52286922]hardly
it doesnt need to be detailed to be impressive, it just needs to look good and suit the silhouette and theme of the weapon
produce it well, dont make excuses not to make it look good[/QUOTE]
Well, I [I]did[/I] ask for critique, and it's not too late to change it. Do you have any ideas? I suppose even if it's small, the trigger guard does add slightly to the silhouette. More interesting kill icons, etc.
idk what to do with it, the model overall is kinda flat and could use a lot of work but im not familiar with the reference material so i dont have any suggestions for you
[URL="https://sketchfab.com/models/326039bba3e1483a874f673dbe99c273"]https://sketchfab.com/models/326039bba3e1483a874f673dbe99c273[/URL]
Still need some criticism on this.
It's a step in the right direction, though you could still exaggerate some of the smaller details on the gun.
[QUOTE=Doctor_Lazlo;52288076]It's a step in the right direction, though you could still exaggerate some of the smaller details on the gun.[/QUOTE]
What parts in particular?
[IMG]https://i.imgur.com/XQjipGl.png[/IMG]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=936187373"][B][U]Dapper Don[/U][/B][/URL]
Sit back, grab an expensive drink, and hire others to do your dirty work for you - in style.
Concept and promos once again by Tabby.
Give it a vote :)
[URL="http://mods.tf/mods/1401/"]Mod download here![/URL]
[B]Crosspost from Arms Race III[/B]
I've never really tried my hand at doing concept art before, but this concept has been one that's been floating in my mind for over a year now.
I wanted to make a sniper based off the HK SL8:
[IMG]https://www.budsgunshop.com/catalog/images/41599.jpg[/IMG]
And here's what I have.
[IMG]http://i.imgur.com/zNUXM4L.png[/IMG]
Any feedback is greatly appreciated.
[QUOTE=Serge Ivanov;52291733][B]Crosspost from Arms Race III[/B]
I've never really tried my hand at doing concept art before, but this concept has been one that's been floating in my mind for over a year now.
I wanted to make a sniper based off the HK SL8:
[IMG]https://www.budsgunshop.com/catalog/images/41599.jpg[/IMG]
And here's what I have.
[IMG]http://i.imgur.com/zNUXM4L.png[/IMG]
Any feedback is greatly appreciated.[/QUOTE]
That's not a bad start to be sure. A few suggestions I have are:
Your scope looks a tad too old school for the high tech/ futuristic vibe of the rest of the gun. I would go for more of a blocky style scope over a round scope to match the hard edges you got going on with your rifle. Maybe have it be straight up merged into the rifle on the top like the scope is part of the gun out of the factory rather than it being mounted on as an option.
Secondly I think keep the magazine would be a good idea... Currently the rifle would hold maybe like 3-4 bullets before needing to be reloaded. With a magazine you would have more bullets and a faster reloading speed. I mean I just am recommending this as this gun looks like it's going for High tech conveniences.
Thirdly if you are dead set on that sling then you prolly want more slack in it so that it doesn't clip like crazy if you use jiggle bones.
Lastly I'm not 100% about that barrel... Dunno what it is.... I think it's mostly to do with it's thickness... With how thick you have it it looks like it shoots shotgun slugs over rifle bullets... Also you have an exposed barrel over the shrouded barrel that you see on your reference material. Advantages to that is that you won't burn your hands if you shoot a lot with the gun and then grab the gun's barrel... But yeah I like the shrouded barrel as it again pushes that high tech vibe.
Hope that helps. :) Good luck on refining that concept.
[QUOTE=questionablyi;52292283]That's not a bad start to be sure. A few suggestions I have are:
Your scope looks a tad too old school for the high tech/ futuristic vibe of the rest of the gun. I would go for more of a blocky style scope over a round scope to match the hard edges you got going on with your rifle. Maybe have it be straight up merged into the rifle on the top like the scope is part of the gun out of the factory rather than it being mounted on as an option.
Secondly I think keep the magazine would be a good idea... Currently the rifle would hold maybe like 3-4 bullets before needing to be reloaded. With a magazine you would have more bullets and a faster reloading speed. I mean I just am recommending this as this gun looks like it's going for High tech conveniences.
Thirdly if you are dead set on that sling then you prolly want more slack in it so that it doesn't clip like crazy if you use jiggle bones.
Lastly I'm not 100% about that barrel... Dunno what it is.... I think it's mostly to do with it's thickness... With how thick you have it it looks like it shoots shotgun slugs over rifle bullets... Also you have an exposed barrel over the shrouded barrel that you see on your reference material. Advantages to that is that you won't burn your hands if you shoot a lot with the gun and then grab the gun's barrel... But yeah I like the shrouded barrel as it again pushes that high tech vibe.
Hope that helps. :) Good luck on refining that concept.[/QUOTE]
Okay I tried to follow what you said, and actually gave it an integrated scope, as well as a magazine.
[IMG]http://i.imgur.com/6rpq2bu.png[/IMG]
The foregrip may be a bit too thick, and if that seems to be the case I can move down the barrel a little bit . As for the strap, that would probably be up to the discretion of who's modelling it, I don't have any real preference for how long or short it should be.
Also here's a link to the magless version, in case people still prefer that concept over the mag'd one:
[url]http://imgur.com/a/t0Qv8[/url]
hello guys, i am back :P
i am doing the texture for this demoman weapon, there was no concept done so i am improvising :S
i am looking for some help here if you guys got any ideas of what to add or what to change will help me a lot!!
[t]https://i.gyazo.com/854d72060001dea02f90e101eda3c1b3.png[/t]
(blender viewport)
Stock looks weird
[QUOTE=IJCT;52292886]hello guys, i am back :P
i am doing the texture for this demoman weapon, there was no concept done so i am improvising :S
i am looking for some help here if you guys got any ideas of what to add or what to change will help me a lot!!
(blender viewport)[/QUOTE]
Too much yellow everywhere.
Hey I am new, like super new, and the link to the resource pack in the first post is dead. Could anyone mind helping me out and getting me a good link? My google skills are coming up dry.
[QUOTE=FiveEyes;52293053]Stock looks weird[/QUOTE]
??? can i get a better explanation?
[QUOTE=jnkns;52293166]Looks like there's just a random square chunk taken out of it. Maybe fill it in.[/QUOTE]
oh i am not in charge of the 3d model :s
[QUOTE=jnkns;52293198]In that case, the texture looks well done. Maybe change the wiring to be team colored?[/QUOTE]
good idea! i am waiting for Spike to see how it looks ingame.
here is the weapon in all angles, i did some changes:
[t]https://i.gyazo.com/a646df2a0fa7995d6dae6e0ae5d545a9.png[/t]
[QUOTE=IJCT;52293220]good idea! i am waiting for Spike to see how it looks ingame.
here is the weapon in all angles, i did some changes:
[t]https://i.gyazo.com/a646df2a0fa7995d6dae6e0ae5d545a9.png[/t][/QUOTE]
Already from the thumb'd picture I can see those stripes are a bit noisy and the wood seems a bit saturated in comparison to other parts of the item. Exaggerate things and make stripes and designs big, like the rest of TF2. I also highly suggest you texture it in-engine. Seeing it in HLMV alone will work wonders in showing you how to do things, down to lighting and lightwarps, specularity and phong, and how it looks in the hands of a player. In the Blender viewport, you're not going to get those effects, so it's best to start early and see it in-engine as you go. Yes, it means compiling the model, and you may need to make changes to the model and recompile as you go, but it's a worthwhile practice. I know you aren't the modeler, but you should ask them to compile it for you. It will help a lot.
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