Jesus christ people how can a fan-made set of game character cosmetics raise such a shitstorm
Jeez
Could we, like, have some more of those wip screenshots and whatnot? I like those
[QUOTE=boomsta_;51913307]I remember a year or so ago some person was doing the same thing on /tf2g/ where they were very aggressive towards Vipes and it ended up being another "contributor" who goes by Ryuga Knight
[url]http://steamcommunity.com/profiles/76561198048998739[/url]
Not sure if this person is the same person as then, but it makes enough sense since they are attacking vipes as some sort of personal vendetta. I guess it doesn't really matter who it is, just be wary of this person.[/QUOTE]
oh look, it's all shit
hi my nam jef an he re some new item imake with my frien junkbox!! :D
[IMG]https://puu.sh/uuopf/f09de363bd.png[/IMG][IMG]https://puu.sh/uuorS/aabc0a3b5b.png[/IMG][IMG]https://puu.sh/uuo2R/63a412cdc9.png[/IMG][IMG]https://puu.sh/uunKl/b1a2049625.png[/IMG]
i wolud like cirticusm but pls remebner DONT BE MEAN!!
[QUOTE=Pagliacci;51913612]
[IMG]https://puu.sh/uuopf/f09de363bd.png[/IMG]
DONT BE MEAN!![/QUOTE]
That looks pretty decent to be honest...
It is stolen or something, isn't it?
[QUOTE=Pagliacci;51913612]hi my nam jef an he re some new item imake with my frien junkbox!! :D
i wolud like cirticusm but pls remebner DONT BE MEAN!![/QUOTE]
[QUOTE=Rageguy;51913511]oh look, it's all shit[/QUOTE]
I know you're just shitposting, but that ribcage one actually isn't an awful idea on paper. Might actually be able to make something out of that.
[QUOTE=Pagliacci;51913612]
[IMG]https://puu.sh/uuopf/f09de363bd.png[/IMG][/QUOTE]
[I]You don't frighten us, English pig-dogs![/I]
Hey guys!
On the Amazon its posible to pre order Team Fortress 2 Soundtracks
Not sure if its made by Valve. I think it is real! oh and biggest thing.
Poster on front look interesting :) Look clooser on pyro!
[t]http://i.imgur.com/ctFWYgl.jpg[/t]
[t]http://i.imgur.com/OhUVfJy.jpg[/t]
Yes its his FACE!
I also found some secret easter eggs on the poster
[t]http://i.imgur.com/igHGXrH.jpg[/t]
[QUOTE=Pagliacci;51913833]I also found some secret easter eggs on the poster
-snip-[/QUOTE]
Is everything okay, Pagliacci?
-snippo-
[IMG]https://puu.sh/uutNn/5143957d35.png[/IMG]
An old weapon design of mine, which was meant to be for my [URL="https://puu.sh/tXWzJ/25cdd10596.png"]Monk Medic set[/URL]
Not too sure about it now, but I do love the work I did on the handle, so maybe I could reuse it.
[QUOTE=Saint Lombax;51913807]Hey guys!
On the Amazon its posible to pre order Team Fortress 2 Soundtracks
Not sure if its made by Valve. I think it is real! oh and biggest thing.
Poster on front look interesting :) Look clooser on pyro!
-snipsnip-
Yes its his FACE![/QUOTE]
chill man it's dirt
Here are some weps.
[IMG]https://puu.sh/uucie/4b08925988.jpg[/IMG]
[QUOTE=Dusty-Pixels;51913853]-snippo-
[IMG]https://puu.sh/uutNn/5143957d35.png[/IMG]
An old weapon design of mine, which was meant to be for my [URL="https://puu.sh/tXWzJ/25cdd10596.png"]Monk Medic set[/URL]
Not too sure about it now, but I do love the work I did on the handle, so maybe I could reuse it.[/QUOTE]
repost
I *love* that minigun.
[QUOTE=Dragara;51912683]Admittedly, I don't know. Maybe if it got custom animations? (Either way, I'd be fine if it didn't move like that.)[/QUOTE]
Custom viewmodel/player animations are totally unnecessary for that. The Ubercharge metering on the Ubersaw is done with a pose parameter, which is an animation "layer" totally contained in the model itself. As long as you have it built right (one bone for the liquid and one for the needle guard) you can do that no problem. If you're not sure how to set up the QC/delta animations when the time comes, I'd be happy to help.
[editline]Oh[/editline]
Actually, is it still up for grabs? I could do the modeling on it.
hi guys! i noticed something, all the concepts of weapons are in sideview, if any one is interested in becoming a real concept artist i would totally suggest to do the concepts on 3/4 since that is the way that is managed in the industry and that will give much more detail and explain the weapon best for the modeler, but yeah sideview is more fast and "does the job", im just saying this if someone wants to really improve.
[QUOTE=IJCT;51914030]hi guys! i noticed something, all the concepts of weapons are in sideview, if any one is interested in becoming a real concept artist i would totally suggest to do the concepts on 3/4 since that is the way that is managed in the industry and that will give much more detail and explain the weapon best for the modeler, but yeah sideview is more fast and "does the job", im just saying this if someone wants to really improve.[/QUOTE]
There's plenty of TF2 concept art on their own website where Valve themselves have side-view weapon art. All of those can be seen [url=http://www.teamfortress.com/artwork.php]here.[/url] There's no one wrong way of doing things as long as it portrays the idea. A more dynamic view of a concept can always be provided if a shape is needed to be defined between artist and artist, but it's not an absolute necessity.
People can do plenty of amazing things however they want and still improve, calling them "not a real concept artist" for not conforming to your own personal view is just putting down the work they [i]can[/i] do. A concept isn't also the only guide for a modeler - proper creation stems from communication. If a modeler needs to know what something looks like or what shape it is from the side, they will [i]ask the concept artist.[/i] Not providing this info from the start is not inherently a bad move on the part of the artist, it's just that some people see things differently. Where one artist may go into a design thinking exactly how something may look, another may see it entirely differently. It's all a unique melting pot of creativity and you shouldn't police how it plays out.
Besides, you yourself have developed sideview weapon concepts. What separates those from anything else in this thread?
[url=http://steamcommunity.com/workshop/filedetails/?id=877132350][img]http://images.akamai.steamusercontent.com/ugc/83719357777193873/B7CA54F3A2ECAA1D76CAFF627426EBDA52F6B9C4/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1200:675[/img][/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=877130437][img]http://images.akamai.steamusercontent.com/ugc/83719357777147543/1D88DE4B8CB6A40B1811A11277B7EB50CD66B2E5/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside[/img][/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=877129813][img]http://images.akamai.steamusercontent.com/ugc/83719357777144162/348787F0947BA8E4468D20BBBF429E082FB083B5/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside[/img][/url]
[url=http://steamcommunity.com/workshop/filedetails/?id=877132350][B]High Command[/B][/url]
Remake of an ancient set I made for the Soldier way back 4 years ago
Please vote for it if you want to see it ingame (click the images or the links below)!
mods.tf download links are available on the item's respective workshop pages
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=877132350[/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=877130437[/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=877129813[/url]
[QUOTE=Void Skull;51914094]There's plenty of TF2 concept art on their own website where Valve themselves have side-view weapon art. All of those can be seen [url=http://www.teamfortress.com/artwork.php]here.[/url] There's no one wrong way of doing things as long as it portrays the idea. A more dynamic view of a concept can always be provided if a shape is needed to be defined between artist and artist, but it's not an absolute necessity.
People can do plenty of amazing things however they want and still improve, calling them "not a real concept artist" for not conforming to your own personal view is just putting down the work they [i]can[/i] do. A concept isn't also the only guide for a modeler - proper creation stems from communication. If a modeler needs to know what something looks like or what shape it is from the side, they will [i]ask the concept artist.[/i] Not providing this info from the start is not inherently a bad move on the part of the artist, it's just that some people see things differently. Where one artist may go into a design thinking exactly how something may look, another may see it entirely differently. It's all a unique melting pot of creativity and you shouldn't police how it plays out.
Besides, you yourself have developed sideview weapon concepts. What separates those from anything else in this thread?[/QUOTE]
i will recommend you to look to at the today's standarts of concept art for weapons in any [B]professional AAA[/B] game studio.
the concepts i do here are done as quickly as possible since tf2 workshop is my free time and i call them sketches not real concept art.
i just suggested that if people wanted to improve, if not then keep doing the same.
oh yea btw check out this comparison image coz it's funny
[t]https://dl.dropboxusercontent.com/u/900111/2017-02-27_18-13-08.png[/t]
(bill is matte coz it's a slightly non-final version)
Hey Guys, I think IJCT might work in the games industry.
[QUOTE=IJCT;51914241]i will recommend you to look to at the today's standarts of concept art for weapons in any [B]professional AAA[/B] game studio.
the concepts i do here are done as quickly as possible since tf2 workshop is my free time and i call them sketches not real concept art.
i just suggested that if people wanted to improve, if not then keep doing the same.[/QUOTE]
If you don't consider Valve a professional AAA game studio then I'd love to see what you think is one.
[QUOTE=TheJukebox;51914335]If you don't consider Valve a professional AAA game studio then I'd love to see what you think is one.[/QUOTE]
the concepts you see there were doing waaay back in the 2006 (or even older like 2001), look a todays valve concept artist and you will see a lot of difference, im not saying in any part that valve is not a professional aaa game studio, thats you just making words.
and i said "look at today's standards"
While your advice is not terrible, you have to realize when you say something like "if you want to be a real concept artist" you're somewhat implying that people who don't do that aren't real concept artists at all.
[QUOTE=Jetamo;51914353]While your advice is not terrible, you have to realize when you say something like "if you want to be a real concept artist" you're somewhat implying that people who don't do that aren't real concept artists at all.[/QUOTE]
i guess you are totally right in that, i didnt wanted to sound rude saying that, what i wanted to mean was that if someone here wanted to become a professional concept artist that works on the game industry (since i see a lot of potential in this forum) could start to move forward with how they work on their designs. im saying that from personal experience, is better to get some experience practicing with tf2 stuff here than failing delivering a concept in the future.
[QUOTE=IJCT;51914241]i will recommend you to look to at the today's standarts of concept art for weapons in any [B]professional AAA[/B] game studio.
the concepts i do here are done as quickly as possible since tf2 workshop is my free time and i call them sketches not real concept art.
i just suggested that if people wanted to improve, if not then keep doing the same.[/QUOTE]
Since you recommended I look at some of today's standards for concept art, I did just that. I own a solid collection of artbooks for films, games, and otherwise, to look upon and read through for reference and inspiration. Since I was making dinner, I was a bit rushed and short on time, but I went through a handful of some of the newer professional AAA game studio art I have in my collection.
Here's an album of what I found from flipping through artwork for Fallout 4, Wolfenstein: The New Order, the Arkham Series, and Metal Gear Solid V: The Phantom Pain.
[url]http://imgur.com/a/qdKqG[/url]
If these aren't professional, I don't know what it is. Are there various views? Yes. But there's also plenty of sideview concepts, literal pages of them. There's no wrong way of doing anything. Just let people be, you'd be surprised how amazing their work can be if you just let them do it.
guess i wont be giving more suggestion then, dont bother to improve.
btw void thats promotional art.
[QUOTE=IJCT;51914401]guess i wont be giving more suggestion then, dont bother to improve.
btw void thats promotional art.[/QUOTE]
No it's not. Have you ever read an artbook? It's a collection of behind-the-scenes work from development, showing how the weapons and world is created. It's not made to sell the game or film - it's made for the people who already bought it to see how it was made. People can improve by doing what they please and continuing at it. People [i]can't[/i] improve if you treat their ways as inferior or anything less than what you personally perceive to be professional. The industry is much more forgiving and welcoming than your limited views, and if you can't come to terms with that, than it's you that should improve.
[QUOTE=IJCT;51914401]guess i wont be giving more suggestion then, dont bother to improve.
btw void thats promotional art.[/QUOTE]
The idea that you think they just drew pages upon pages of stuff just for "promotional art" is ridiculous. Yes, perspective views are good; but most of the time I can manage fine without. If there is anything that trips me up then I'll simply ask the concept artist and we can work something out. It's just a lot less work than it would be to draw a complete perspective view on top of the side-on view.
If you really are such an industry professional, then I'd suggest dropping the ego down a few notches.
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