Just re-posting a concept I worked on a thread or two ago before I work on it again, if anybody's interested. Brows could be removed.
[IMG]http://i.imgur.com/xQCUYZ1.jpg[/IMG]
[IMG]http://i.imgur.com/twx9NVH.png?1[/IMG]
Style 1
[IMG]http://i.imgur.com/DNC78wk.png?1[/IMG]
Style 2
[IMG]http://i.imgur.com/GuxioQb.png?1[/IMG]
sorry guys....i just bad language on this
use a Translator...and just read a Take time.
i don know obsession about this art.Maybe it's a drawing Well
thanks a advice for me....
next time not about this
[t]http://i.imgur.com/J5nfrhl.png[/t]
Scrap the hat and the goggles keep the vest.
why not make it a whole coat and make the color closer to the pyro's
that should be easier to visualize
[QUOTE=kingkiller;50507831]Style 2
[IMG]http://i.imgur.com/GuxioQb.png?1[/IMG][/QUOTE]
That actually looks pretty good. The stock could be a little shorter though
Texturing blueNES' soldier set:
[t]http://puu.sh/prs4b.png[/t][t]http://puu.sh/prsyv.png[/t][t]http://puu.sh/prs8G.png[/t]
(small model stuff to be fixed)
Hi! My name is Calvin! I've been a long time lurker, but as of now, I'd really like to get involved with the TF2 Workshop. I admire the community, I'm a fan of everyone of you who posts here, and I would like to get involved. I'm really interested in the idea of texturing, but I'm having a hard time finding resources of the actual process. I've read Swizzle's TF2 texturing guide like it's the Bible, I've watched Gadget's texturing speedpaints for what feels like hours, and I've even looked at Void's Texture portfolio to try to get some sort of idea. I know most of the texturing terminology, but I still don't know how to piece together the steps/process of texturing something to completion. If anyone would be willing to maybe help me out by directing me to a general texturing tutorial/guide or actually taking the time to teach me, I'd be very grateful. Keep on doin' what you're doin' guys. Thanks!! :smile:
[QUOTE=blueNES;50508801]That actually looks pretty good. The stock could be a little shorter though[/QUOTE]
Looks like the kind of stock that's meant for hip-firing, like the Thompson 45. SMG.
valve put a news post about the summer jam
[url]http://www.teamfortress.com/?tab=news[/url]
[t]https://i.gyazo.com/79e2d5e3cbf808698df3116139ca9641.png[/t]
Just started on the texture for the [URL="https://facepunch.com/showthread.php?p=50475721#post50475721"]Mercs from Amestris[/URL] (for Spy), isn't much more than base colors at the moment but figure it's never too early for critique.
[QUOTE=SageJFox;50522890][t]https://i.gyazo.com/79e2d5e3cbf808698df3116139ca9641.png[/t]
Just started on the texture for the [URL="https://facepunch.com/showthread.php?p=50475721#post50475721"]Mercs from Amestris[/URL] (for Spy), isn't much more than base colors at the moment but figure it's never too early for critique.[/QUOTE]
[img]http://i.imgur.com/MuKevO5.png[/img]
excuse my messy work, got a case of some shaky hands atm, but hopefully this is alright visual! what's there is pretty good so far, wrote down most of my points that i could think off of the top of my head.
as far as further noting goes, make sure your modeling work is pretty symmetrical, especially when it comes to things like the collar and sleeves. when it comes to the trim, it's good to have it a little more thick than what it is now, akin to the [URL="https://wiki.teamfortress.com/wiki/Hornblower"]hornblower[/URL], for example, so that it's readable from a distance. [URL="https://wiki.teamfortress.com/wiki/Au_Courant_Assassin"]the au courant assassin[/URL] also is a good example of clothing thickness as far as the collar and the rest of the edges on the coat go.
i've desaturated the white trim with a little bit of the red coat color you have goin' on there so the contrasting would be a little more balanced. a possible change in color with the belt to match the spy's color palette might benefit you in the long-run, but it's up to you in the end.
i've never rigged anything in my life so feel free to correct me if i'm wrong with this- but the rope might cause you some headache if you place it under the arms like it is currently. all my modeling pals always talk about how dreadful arms and pits are when it comes to coats, etc, but again, i could be wrong. changed the colors on the buttons and ropes also to match the gold color that a [URL="https://wiki.teamfortress.com/wiki/Toy_Soldier"]lot[/URL] [URL="https://wiki.teamfortress.com/wiki/Aviator_Assassin"]of[/URL] [URL="https://wiki.teamfortress.com/wiki/Medical_Monarch"]items[/URL] use in-game already.
look at how the belts on the medic, pyro, or soldier's base models are modeled to also get a good feel as to how to model the belt on spy (since my shaky hands couldn't cooperate with me tonight !), and you should be golden. hopefully i'm not missing anything, and feel free to dismiss anything i've said if it doesn't suit what's best for how it looks in the end. good luck with all of this!
[QUOTE=retrocitrus;50524228][img]http://i.imgur.com/MuKevO5.png[/img]
excuse my messy work, got a case of some shaky hands atm, but hopefully this is alright visual! what's there is pretty good so far, wrote down most of my points that i could think off of the top of my head.
as far as further noting goes, make sure your modeling work is pretty symmetrical, especially when it comes to things like the collar and sleeves. when it comes to the trim, it's good to have it a little more thick than what it is now, akin to the [URL="https://wiki.teamfortress.com/wiki/Hornblower"]hornblower[/URL], for example, so that it's readable from a distance. [URL="https://wiki.teamfortress.com/wiki/Au_Courant_Assassin"]the au courant assassin[/URL] also is a good example of clothing thickness as far as the collar and the rest of the edges on the coat go.
i've desaturated the white trim with a little bit of the red coat color you have goin' on there so the contrasting would be a little more balanced. a possible change in color with the belt to match the spy's color palette might benefit you in the long-run, but it's up to you in the end.
i've never rigged anything in my life so feel free to correct me if i'm wrong with this- but the rope might cause you some headache if you place it under the arms like it is currently. all my modeling pals always talk about how dreadful arms and pits are when it comes to coats, etc, but again, i could be wrong. changed the colors on the buttons and ropes also to match the gold color that a [URL="https://wiki.teamfortress.com/wiki/Toy_Soldier"]lot[/URL] [URL="https://wiki.teamfortress.com/wiki/Aviator_Assassin"]of[/URL] [URL="https://wiki.teamfortress.com/wiki/Medical_Monarch"]items[/URL] use in-game already.
look at how the belts on the medic, pyro, or soldier's base models are modeled to also get a good feel as to how to model the belt on spy (since my shaky hands couldn't cooperate with me tonight !), and you should be golden. hopefully i'm not missing anything, and feel free to dismiss anything i've said if it doesn't suit what's best for how it looks in the end. good luck with all of this![/QUOTE]
It's people like you who are a fantastic positive experience to the emporium community. Even though I have no involvement on this item, thank you for the well thought-out and constructive feedback.
Thank you for such a detailed reply!
The collar and sleeves are actually symmetrical, I know that angle doesn't do the collar much justice in that regard. But yeah, it certainly needs a little cleaning up there. Not sure why the sleeves are warping like that, think the renderer's caught the quad split wrong.
The outfit that this was referenced off of actually comes in two separate pieces for the jacket and coattails (or at least, the jacket has a portion that actually sticks out over the belt), though to fit the triangle count I sorta tucked them together. I'll see what Dusty thinks about something like the belt loops though.
The white's also just for paint purposes, it's certainly not going to be the default color for the trim.
And at least so far, under the arm hasn't seen too much trouble as far as rigging, but personally think your rendition looks better. Will have to see what Dusty prefers and what the tri count will allow, already scraping it with what's there now. Which is the same issue for how "flat" the belt is.
[QUOTE=gigazelle;50524656]It's people like you who are a fantastic positive experience to the emporium community. Even though I have no involvement on this item, thank you for the well thought-out and constructive feedback.[/QUOTE]
ahhhh, thanks! when i first joined facepunch the emporium always treated me nice with good critique, hopefully i'm doing okay by trying to do the same!
[QUOTE=SageJFox;50524696]Thank you for such a detailed reply!
The collar and sleeves are actually symmetrical, I know that angle doesn't do the collar much justice in that regard. But yeah, it certainly needs a little cleaning up there. Not sure why the sleeves are warping like that, think the renderer's caught the quad split wrong.
The outfit that this was referenced off of actually comes in two separate pieces for the jacket and coattails (or at least, the jacket has a portion that actually sticks out over the belt), though to fit the triangle count I sorta tucked them together. I'll see what Dusty thinks about something like the belt loops though.
The white's also just for paint purposes, it's certainly not going to be the default color for the trim.
And at least so far, under the arm hasn't seen too much trouble as far as rigging, but personally think your rendition looks better. Will have to see what Dusty prefers and what the tri count will allow, already scraping it with what's there now. Which is the same issue for how "flat" the belt is.[/QUOTE]
anytime! and no worries at all, i've fiddled around a little bit with 3D programs awhile back, so i know what you mean.
but yeah, anything you wanna do with the coat is all up to you guys. i understand there was a reference in the design so i tried not to derive too much from it! design-wise, what you have is awesome.
i was worried about the arm rigging, but if it's working for you, that's a great relief! tri counts are always tricky, so you do what you have to do for all of this. good luck once again, can't wait to see where all of this goes!
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=704003779"]New hat by the crew! Leave a rate of *gasp* a fav if you like (:
[/URL]
[IMG_thumb]http://puu.sh/ptlsG/0833927c44.png[/IMG_thumb]
[QUOTE=retrocitrus;50524228][img]http://i.imgur.com/MuKevO5.png[/img]
excuse my messy work, got a case of some shaky hands atm, but hopefully this is alright visual! what's there is pretty good so far, wrote down most of my points that i could think off of the top of my head.
as far as further noting goes, make sure your modeling work is pretty symmetrical, especially when it comes to things like the collar and sleeves. when it comes to the trim, it's good to have it a little more thick than what it is now, akin to the [URL="https://wiki.teamfortress.com/wiki/Hornblower"]hornblower[/URL], for example, so that it's readable from a distance. [URL="https://wiki.teamfortress.com/wiki/Au_Courant_Assassin"]the au courant assassin[/URL] also is a good example of clothing thickness as far as the collar and the rest of the edges on the coat go.
i've desaturated the white trim with a little bit of the red coat color you have goin' on there so the contrasting would be a little more balanced. a possible change in color with the belt to match the spy's color palette might benefit you in the long-run, but it's up to you in the end.
i've never rigged anything in my life so feel free to correct me if i'm wrong with this- but the rope might cause you some headache if you place it under the arms like it is currently. all my modeling pals always talk about how dreadful arms and pits are when it comes to coats, etc, but again, i could be wrong. changed the colors on the buttons and ropes also to match the gold color that a [URL="https://wiki.teamfortress.com/wiki/Toy_Soldier"]lot[/URL] [URL="https://wiki.teamfortress.com/wiki/Aviator_Assassin"]of[/URL] [URL="https://wiki.teamfortress.com/wiki/Medical_Monarch"]items[/URL] use in-game already.
look at how the belts on the medic, pyro, or soldier's base models are modeled to also get a good feel as to how to model the belt on spy (since my shaky hands couldn't cooperate with me tonight !), and you should be golden. hopefully i'm not missing anything, and feel free to dismiss anything i've said if it doesn't suit what's best for how it looks in the end. good luck with all of this![/QUOTE]
We need less of [IMG]https://facepunch.com/fp/ratings/funny2.png[/IMG]s and [IMG]https://facepunch.com/fp/ratings/cross.png[/IMG]s that don't come with feedback and more detailed feedback like this. Be constructive, everyone!
[QUOTE=blueNES;50525383]We need less of [IMG]https://facepunch.com/fp/ratings/funny2.png[/IMG]s and [IMG]https://facepunch.com/fp/ratings/cross.png[/IMG]s that don't come with feedback and more detailed feedback like this. Be constructive, everyone![/QUOTE]
Just turn ratings off, man. It gets abuse too often.
[IMG]http://i.imgur.com/u0pD1jG.png?1[/IMG][IMG]http://i.imgur.com/604LP05.png?1[/IMG]
well....style 2 is a Additional style 1
it's not have to make(but i just want to make)
Besides the funky hat the first style looks pretty nice, could fit the medieval theme.
[QUOTE=kingkiller;50526120][IMG]http://i.imgur.com/u0pD1jG.png?1[/IMG][IMG]http://i.imgur.com/604LP05.png?1[/IMG]
well....style 2 is a Additional style 1
it's not have to make(but i just want to make)[/QUOTE]
I like this set, Especially the mask! not so much the hat, either way keep it up!
[QUOTE=Frying Dutchman;50526137]Besides the funky hat the first style looks pretty nice, could fit the medieval theme.[/QUOTE]
then Delete a hat.if make
and you of Others mans make want the hat
i....just don't know how Filling in the hat
Can the model I am making use its own bones for animation?Would I be able to link my model's bones to the ones they correspond to on the sniper bone rig? This model is for the sniper
[QUOTE=Ground Man;50527268]Can the model I am making use its own bones for animation?Would I be able to link my model's bones to the ones they correspond to on the sniper bone rig? This model is for the sniper[/QUOTE]
Weapons can have custom animations. Cosmetics cannot. You can create up to 5 (?) jiggle bones on cosmetics however.
[QUOTE=TheJukebox;50527643]Weapons can have custom animations. Cosmetics cannot. You can create up to 5 (?) jiggle bones on cosmetics however.[/QUOTE]
i remember custom bones being limited to 3, but that was a while ago so maybe that's changed. Ran into that on the duster
[QUOTE=GlutenFree;50527976]I've been working on this for some time and I'm really happy how it turned out. It's supposed to be a medieval leather backpack with some potions in it, most likely all-class but I can't draw it on the classes. Could someone help me out, please?
[t]http://puu.sh/ptXA3/6d508835d4.png[/t][/QUOTE]
Crosspost
[QUOTE=TheJukebox;50527643]Weapons can have custom animations. Cosmetics cannot. You can create up to 5 (?) jiggle bones on cosmetics however.[/QUOTE]
What if it's a misc?
[QUOTE=Ground Man;50528064]What if it's a misc?[/QUOTE]
Misc = cosmetics
[QUOTE=GlutenFree;50528028]Crosspost[/QUOTE]
I don't think pixel art is the best way to get your concept across. It's hard to tell what anything in there is, and the design seems pretty uninspired and bland. Why can't you draw it on the classes?
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