[QUOTE=Flubbman;50566459]What happened to this?
[t]http://images.akamai.steamusercontent.com/ugc/576740762972060290/E2022E10857C2A09EC918993E84B8E46A5F27F57/[/t]
I recall someone posting that the author had looked into mailing the team about it, that was a while ago and haven't heard anything about it since.[/QUOTE]
I to am curious of this
[QUOTE=robsan85;50566921][img]http://i.imgur.com/cZnR49al.jpg[/img] Concept art for Demoman Primary, The Glass Cannon
Ready to be claimed![/QUOTE]
It has a lot of potential and I actually like the idea but try to redraw it a bit better [URL=steamcommunity.com/sharedfiles/filedetails/?id]
Here use this[/URL]
[QUOTE=Demo-the-man;50573433]Now just wait until someone calls him as "SixEyes" or "ThreeEyes"[/QUOTE]
Or worse [i]Fourhead[/i]
[QUOTE=G=4//\/\3!2;50575238]
It has a lot of potential and I actually like the idea but try to redraw it a bit better [URL=steamcommunity.com/sharedfiles/filedetails/?id]
Here use this[/URL]
[/QUOTE]
There is nothing in the link.
as far as the tape wrap around the flare handle goes, feel free to remove it if it gets to clippy! do whatever it takes to make a nice looking item, man. what you have so far is amazing already. keep up with the amazing work.
[QUOTE=robsan85;50575765]There is nothing in the link.[/QUOTE]
Sorry im nowhere near my computer and my phone is tiny [url=https://steamcommunity.com/sharedfiles/filedetails/?id=269177385]Here the link[/URL]
[QUOTE=G=4//\/\3!2;50576003]Sorry im nowhere near my computer and my phone is tiny [url=https://steamcommunity.com/sharedfiles/filedetails/?id=269177385]Here the link[/URL][/QUOTE]
That is actualy same thing that made me I start doing these concept arts.
Hey guys. I've been doing some reworks on my old concepts and stumbled across [URL="http://i.imgur.com/vgeDynl.png"]an old Grim Reaper concept[/URL] I made last Halloween. I was a little stuck on the colours and I wondered if you could all help by voting.
[URL="http://i.imgur.com/RiVq8tE.png"][img]http://i.imgur.com/z24TvrG.png[/img][/URL]
The grey colour is more like a lot of current reaper style items, but the team colour one is a little self explanatory. Thank you!
[URL="http://i.imgur.com/g49buJ6.png"](By the way, here's what the robes look like without the skull.)[/URL]
[b]EDIT:[/b] Looks like team coloured has won. Thank you, again!
slapped together a gon
[IMG]http://i.imgur.com/dFc2O4b.png[/IMG]
also claimed by F!♥εℯ¥℮$
[t]https://s31.postimg.org/qwzn7g5zv/progress4.jpg[/t]
[t]https://s31.postimg.org/a73dlzymz/progress5.jpg[/t]
[t]https://s31.postimg.org/e26i3l317/progress6.jpg[/t]
[t]https://s32.postimg.org/p1nxgueh1/progress7.jpg[/t]
Unwrapped the gun trying getting a nice UV. Didn't make any major change since the last time. Excuse my AOs, I can't get them right in Blender.
Also tried some base colors for fun, these won't be the actual final ones:
[t]https://s31.postimg.org/wybj5w6fv/progress8.jpg[/t]
[QUOTE=Petachepas;50580332][t]https://s31.postimg.org/qwzn7g5zv/progress4.jpg[/t]
[t]https://s31.postimg.org/a73dlzymz/progress5.jpg[/t]
[t]https://s31.postimg.org/e26i3l317/progress6.jpg[/t]
[t]https://s32.postimg.org/p1nxgueh1/progress7.jpg[/t]
Unwrapped the gun trying getting a nice UV. Didn't make any major change since the last time. Excuse my AOs, I can't get them right in Blender.
Also tried some base colors for fun, these won't be the actual final ones:
[t]https://s31.postimg.org/wybj5w6fv/progress8.jpg[/t]
Currently up for grabs if someone wants to texture it[/QUOTE]
Let me give it a shot. I've never textured before, and I think it'd be a good idea to texture my own gun.
[QUOTE=Jboby1;50580754]Let me give it a shot. I've never textured before, and I think it'd be a good idea to texture my own gun.[/QUOTE]
Sure thing. I have little texturing experience too but if you got any doubt I could lend you a hand.
[QUOTE=Pagliacci;50580128]slapped together a gon
[IMG]http://i.imgur.com/dFc2O4b.png[/IMG]
also claimed by F!♥εℯ¥℮$[/QUOTE]
Hum, this actually might be a little interesting. I was going to comment on a change to the arrow perhaps, but then I was thinking how having it be an arrow with a tied bomb attached.
You think it'd be viable to have a explosive that detonates after the arrow sticks to a surface by chance? Or hell, a person... even a person possibly... Maybe not detonate at all on impact? Or the arrow does damage, then you can take damage from the explosive afterwards...?
Lots of possible variables...
I made a Pyro Hat concept. Up for grabs, if anybody's interested. :joy:
[img_thumb]http://i.imgur.com/oNW3F5V.png[/img_thumb]
Edit: added original sketch on paper since I'm horrible with drawing tablets and it resulted in the hat looking a bit different.
[img_thumb]http://i.imgur.com/QK2Sk1R.png[/img_thumb]
[IMG]http://i.imgur.com/V1HFz5a.png[/IMG]
Added a pant to go with the jacket.
(Up for grabs)
[QUOTE=Pagliacci;50563923]guess the set name
[IMG]http://i.imgur.com/mTWbbvl.png[/IMG]
claimed by foureyes[/QUOTE]
The Very Mad Person set? :v:
It would be cool if you had the polys to make a chestpiece with the tooth-lined collar to cover up Demo's ugly chest with something awesome. Probably could be made a second misc if the gauntlets were their own misc.
[QUOTE=Pagliacci;50563923]guess the set name
[IMG]http://i.imgur.com/mTWbbvl.png[/IMG]
claimed by foureyes[/QUOTE]
Now we just need Griffith's helmet for Soldier
[QUOTE=JZeeba;50548282]
We think it'd go well with this:
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=457143567][img]http://images.akamai.steamusercontent.com/ugc/287476444256596868/942B52F3B4E9FE7F19874629160FCCD3A26F6C36/[/img][/url]
[/QUOTE]
Oktober Aid?
[video=youtube;aXmVYRqnQjs]https://www.youtube.com/watch?v=aXmVYRqnQjs[/video]
[QUOTE=Sobaque;50591161]Oktober Aid?
[video=youtube;aXmVYRqnQjs]https://www.youtube.com/watch?v=aXmVYRqnQjs[/video][/QUOTE]
No, something original.
[QUOTE=Radaghast;50587759][IMG]http://i.imgur.com/V1HFz5a.png[/IMG]
Added a pant to go with the jacket.
(Up for grabs)[/QUOTE]
I'd make the undershirt a dark grey or black. Heavy normally has a huge black vest and items that change the general colorations of a class tend to look really weird in game.
[IMG]https://wiki.teamfortress.com/w/images/thumb/0/08/Heavy.png/250px-Heavy.png?t=20111118215652[/IMG]
Heavy items have a habit of ignoring this and completely changing his vest, to usually awful results.
Case in point
[IMG]https://wiki.teamfortress.com/w/images/thumb/c/c8/Hunger_Force.png/250px-Hunger_Force.png?t=20121226182026[/IMG]
[IMG]https://wiki.teamfortress.com/w/images/thumb/a/a6/Gift_Bringer.png/250px-Gift_Bringer.png?t=20160407233813[/IMG]
Your concept isn't a huge offender but I think it would look better if it stuck more to that normal color scheme.
Yeah. just make the red part of the jacket's main body his default vest colour. I think it'd look better that way!
Alright, I guess I will go for the main vest color (and some red stuff)
[IMG]http://i.imgur.com/F6r6NN7.png[/IMG]
Also here a pyro version (somewhat different, claimable as well)
Your concepts have improved a lot recently. Hopefully someone claims them soon!
Working on texturing the gun Petachepas modeled. He's making a new version, but here's what I have so far.
[img]http://i.imgur.com/6iskZuY.png[/img]
Any suggestions?
[QUOTE=Jboby1;50594895]Working on texturing the gun Petachepas modeled. He's making a new version, but here's what I have so far.
[img]http://i.imgur.com/6iskZuY.png[/img]
Any suggestions?[/QUOTE]
one thing that might help you in the longrun would be to have the weapon compiled to work in-game so it's viewable in hlmv. while you're texturing, lightwarps and your alphas, etc will help guide the way in what direction you should go in the process of texturing. working in a blender viewport can sometimes hinder the texturing process, i've found. working within source is the way to go.
i've sent you a pm the other day if you need any further assistance with any of this. hopefully you find texturing your first item a knowledgable time. it's a process, but a fun one!
[QUOTE=retrocitrus;50595036]one thing that might help you in the longrun would be to have the weapon compiled to work in-game so it's viewable in hlmv. while you're texturing, lightwarps and your alphas, etc will help guide the way in what direction you should go in the process of texturing. working in a blender viewport can sometimes hinder the texturing process, i've found. working within source is the way to go.
i've sent you a pm the other day if you need any further assistance with any of this. hopefully you find texturing your first item a knowledgable time. it's a process, but a fun one![/QUOTE]
Yeah, I wanted to make some small changes and adjustments to the model that won't change the UV at all, but I'll compile a source version for him to test on as I finish that.
[QUOTE=robsan85;50566921][img]http://i.imgur.com/cZnR49al.jpg[/img] Concept art for Demoman Primary, The Glass Cannon
Ready to be claimed![/QUOTE]
Hey, I'm sure everyone's been giving you a lot of good pointers on this, but I wish to add a bit of my own on this one.
You originally posted about this being coloured primarily black and white, and people weren't short to point out how that wouldn't look exactly all that interesting. I'm not sure what sort of glass you're going to go for with this cannon, but my best suggestion is to do some research on liquor bottles, especially given the Demo being a drunk. A lot of them come in a variety of colours, patterns and shapes, and I'm sure you'd be able to get some good ideas for aesthetics.
[IMG]http://www.bartendingonline.com/images/liquor_bottles.jpg[/IMG]
Also, maybe this is just because I've been trialling as a bartender and have been doing some research into mixed drink recipes, but while Glass Cannon's a pretty good name for now, there's a lot of good puns you could make here in regards to naming it after cocktails or anything bar related. For example:
-The Bramble Bomber
-The Rum Punch
-The Groggy Launcher
-The Suffering Bastard ([URL="http://www.diffordsguide.com/cocktails/recipe/2588/suffering-bastard"]That's an actual drink's name[/URL])
-The Schooner Boomer
-The Pint Size
So whats the size for texturing weapons? 512x512? 1024x1024? I can't remember and the FAQ on the submission system is outdated (at least for hats, the importer let's me load 512x512 when it says 256x256 in the FAQ, I think it just gets resized in the importer).
Also, how can I do a custom model for the reload animation? Does that custom projectile has to be part of the weapon's model?
[QUOTE=Petachepas;50596021]So whats the size for texturing weapons? 512x512? 1024x1024? I can't remember and the FAQ on the submission system is outdated (at least for hats, the importer let's me load 512x512 when it says 256x256 in the FAQ, I think it just gets resized in the importer).
Also, how can I do a custom model for the reload animation? Does that custom projectile has to be part of the weapon's model?[/QUOTE]
Weapons can be 1024x. For the reload animation, the flare model is a separate bodygroup attached to a certain bone on the gun itself. Open the original Flare Gun in HLMV and check out its bodygroups.
[QUOTE=Void Skull;50596175]Weapons can be 1024x. For the reload animation, the flare model is a separate bodygroup attached to a certain bone on the gun itself. Open the original Flare Gun in HLMV and check out its bodygroups.[/QUOTE]
Thanks god it is 1024x1024. Also, many thanks, I can see it now. So do I have to put my shell where the original one is, but how do I make it not show all times? I think I haven't done multiple bodygroups ever, or I can't remember how it is done.
[QUOTE=Petachepas;50596201]Thanks god it is 1024x1024. Also, many thanks, I can see it now. So do I have to put my shell where the original one is, but how do I make it not show all times? I think I haven't done multiple bodygroups ever, or I can't remember how it is done.[/QUOTE]
Thats just the model, like the ref pose for the player models. The bone for the shell isnt in the spot in game, its only visible during the reload animation.
[QUOTE=TheJukebox;50596230]Thats just the model, like the ref pose for the player models. The bone for the shell isnt in the spot in game, its only visible during the reload animation.[/QUOTE]
Still, when getting the files from the mdl it seems the shell's models where compiled along with the flaregun's model, but I don't know how to link and compile my model and my shell together (if that is what I am supposed to do). I have searched but found no info on this.
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