• TF2 Emporium 65 - End of an era
    5,004 replies, posted
[QUOTE=Pie_Tony;51920400][img]http://i.imgur.com/nLJBkHD.png[/img] [img]http://i.imgur.com/embaPec.png[/img] I made another concept, this time it's for an TF2 styled hout automatic rifle. It's up for grabs to whoever wants to make it.[/QUOTE] I think you should make the laser sight (specifically the yellow wiring) more subtle; it's already pretty noisy by TF2 standards.
[IMG]http://imgur.com/2WqRUzo.png[/IMG] I made a quick revision of the shotgun idea and altered the design somewhat. Does this give A better idea?
[QUOTE=SediSocks;51921097]Quads are only really necessary if your model is being deformed by animation, subdivided or both. On a static surface it doesn't really matter too much. So in this case its probably best to use tris to keep the overall poly count down.[/QUOTE] I agree when it's a flat surface, but the surface of the blade was curved and smooth, lacking any sharp edges, and in that scenario excessively long triangles can cause shading issues.
[QUOTE=Pixenal;51922614]I agree when it's a flat surface, but the surface of the blade was curved and smooth, lacking any sharp edges, and in that scenario excessively long triangles can cause shading issues.[/QUOTE] I wasn't disagreeing with your topology, just the statement you that should always use quads.
[QUOTE=Sheer Visor;51922549][IMG]http://imgur.com/2WqRUzo.png[/IMG] I made a quick revision of the shotgun idea and altered the design somewhat. Does this give A better idea?[/QUOTE] Honestly not really, it looks exactly the same as the first drawing.
[QUOTE=Pixenal;51920477]You could still keep the curved indents, just add some more cuts along the blade to reduce the amount of triangles that were causing the weird shading. Heres an example of what I mean: [IMG]https://puu.sh/uwp30.png[/IMG][/QUOTE] you dont need the extra edges at the back of the blade, if the sides are flat then you only need the extra verts on the second-to-bottom edge
[QUOTE=Sims_doc;51920827]FYI, You'll want to avoid using tri's unless you abosultly need them. Best to [U]always[/U] use Quads.[/QUOTE] [QUOTE=SediSocks;51921097]Quads are only really necessary if your model is being deformed by animation, subdivided or both. On a static surface it doesn't really matter too much. So in this case its probably best to use tris to keep the overall poly count down.[/QUOTE] People always say these things without really explaining why. So let's talk about smooth shading for a second here. Every single polygon contributes equally to the vertex's normal (Unless if you're using face weighted normals and if you aren't using Maya I doubt you are) which means the size of them is irrelevant to the shading as you can see here [img]http://i.imgur.com/SX1tXAG.png[/img] Let's use this as an example of part of a real model. [img]http://i.imgur.com/cwBFQHc.png[/img] If we wanted to chamfer the corner of the indent there's a couple ways we could do that the first being this [img]http://i.imgur.com/VGUZW0U.png[/img][img]http://i.imgur.com/nbzFfv4.png[/img] The lighting is getting caught in those triangles since they're all pulling the normal towards their direction which ends up creating a flat spot. Using all quads does make it cleaner but you can still see something going on in the corner which will become more noticeable as the edges of your chamfer approach other loops and it also makes our model more dense which makes it harder to work with [img]http://i.imgur.com/aC95gl9.png[/img][img]http://i.imgur.com/SWRIp4L.png[/img] Really the only thing I can recommend is avoiding wildly changing the density of your mesh, and try to avoid creating poles with more than 5 edges.
[QUOTE=Pie_Tony;51920400][img]http://i.imgur.com/nLJBkHD.png[/img] [img]http://i.imgur.com/embaPec.png[/img] I made another concept, this time it's for an TF2 styled hout automatic rifle. It's up for grabs to whoever wants to make it.[/QUOTE] Can I claim this if it's not already taken?
[IMG]http://i.imgur.com/yadIK6E.jpg[/IMG][IMG]http://i.imgur.com/KuSDrxD.jpg[/IMG]
[QUOTE=lucarioaaron;51924722][IMG]http://i.imgur.com/KuSDrxD.jpg[/IMG][/QUOTE] yeah, no.
artstyle qualms aside, how would you even intend to make that work for Soldier? the closest thing he has to pistol animations is the Bison, and that would just look goofy as shit.
deagle was also an [URL="en.wikipedia.org/wiki/IMI_Desert_Eagle"]80's+ thing.[/URL] this is a nitpick considering the amount of wrong there is in your post.
is all based on top gun
did you model it yourself
yes
[QUOTE=lucarioaaron;51924722][IMG]http://i.imgur.com/KuSDrxD.jpg[/IMG][/QUOTE] i do not believe that you modeled that
[QUOTE=lucarioaaron;51924722][IMG]http://i.imgur.com/yadIK6E.jpg[/IMG][/QUOTE] Didn't you trace this model?
[QUOTE=lucarioaaron;51924722][IMG]http://i.imgur.com/yadIK6E.jpg[/IMG][IMG]http://i.imgur.com/KuSDrxD.jpg[/IMG][/QUOTE] Judging from the looks of the model it looks like the CS:GO Deagle tbh.
[I]I mean I ain't gonna say I told you so but[/I] [editline]7th March 2017[/editline] Passive aggressiveness aside, I find it hard to believe you can't make a pilot jumpsuit for the soldier that needs a harness.
[QUOTE=HotrodMC;51924989]Didn't you trace this model?[/QUOTE] no
[QUOTE=lucarioaaron;51895066]i decompiled the cold snap but i put my own mesh close to the decompiled model[/QUOTE] If that isn't tracing I don't know what is.
[QUOTE=Dusty-Pixels;51925023][I]I mean I ain't gonna say I told you so but[/I] [editline]7th March 2017[/editline] Passive aggressiveness aside, I find it hard to believe you can't make a pilot jumpsuit for the soldier that needs a harness.[/QUOTE] pilots wear them in the jet and is based on [IMG]https://s-media-cache-ak0.pinimg.com/736x/8d/0e/f4/8d0ef4f1a21e8eb3dd3adf01254a321f.jpg[/IMG]
[IMG]https://i.imgur.com/1UjQPuN.png[/IMG][IMG]http://i.imgur.com/yadIK6E.jpg[/IMG] I'm sorry, buddy, but you're really not fooling anyone with this. I'm done cutting you any slack, as well as a lot of people here. You've proven to us time and time again that you never listen to us, so why should we believe you? [editline]7th March 2017[/editline] I'd be more than happy to show you my take on a pilot's jumpsuit that uses a different design in the harness, rather than an existing one.
[QUOTE=EmilyVasquez;51924997]Judging from the looks of the model it looks like the CS:GO Deagle tbh.[/QUOTE] [IMG]http://vignette2.wikia.nocookie.net/cswikia/images/7/7d/W_Deagle_CSGO.png/revision/latest?cb=20140728212336[/IMG][IMG]http://i.imgur.com/KuSDrxD.jpg[/IMG]
-snip- Posted the same thing as lucarioaaron. [editline]7th March 2017[/editline] Even if you did model it, its still way too realistic for TF2, look at the pistols ingame and examine how they exaggerate and remove details in order to achieve a unique minimalist style. Try and apply that to your own models.
If this ends up looking like the Cold Snap, than I apologise greatly in advance: [IMG]https://puu.sh/uxJOb/1cfb25dae2.png[/IMG]
[QUOTE=Pixenal;51924520]Can I claim this if it's not already taken?[/QUOTE] If you want to do it, sure.
[IMG]https://puu.sh/uxNrI/89419bfd6f.png[/IMG] One mo' for the road (Also I'm not giving you permission to use any of these suggestions unless you ask to claim them, and if you do I do expect to be credited & shared outcome... as well as having any advice from me acknowledged)
[QUOTE=Pie_Tony;51925310]If you want to do it, sure.[/QUOTE] Cool, I've sent you a friend request on steam.
now you are stealing my concept
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