• TF2 Emporium 65 - End of an era
    5,004 replies, posted
[QUOTE=questionablyi;50711463]Hey guys! Just going to drop off an update: I just sent in an update for "The Dogfighter" to so it will fit the Scout, Pyro, Soldier, and Sniper. Furthermore the textures have gotten a bit of an overhaul so it'll look generally nicer... Mostly you will notice it being less shiny and having nicer fur. Also due to gameplay reasons with multiclassing the jacket... The paint region on the original Dogfighter has been shifted from the armband to the fur of the jacket... Sorry if this is an inconvenience to people who have painted their old Dogfighter. This was done to aid with team identification on the new jackets. [IMG]http://i.imgur.com/lP1fMlQ.png[/IMG] Enjoy and have a good one guys. ^^[/QUOTE] i like it. is up to valve to add it so ignore everyone and upload it to the workshop.
[QUOTE=Punchy;50713884]if you can't count your claimed concepts on one hand, you may very well have had too many claimed concepts.[/QUOTE] [IMG]https://thumbs.dreamstime.com/x/eight-finger-hand-04740.jpg[/IMG] gotchu covered
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[URL="http://i.imgur.com/qLQuU1L.png"][img]http://i.imgur.com/oX2GmdV.png[/img] [/URL] [URL="http://i.imgur.com/qLQuU1L.png"](Link to larger image)[/URL] Up for claiming
[QUOTE=questionablyi;50711814]Wowie guys. Submitted this and had supper and then come back to a bit of a hate fest... Well that's a bummer. But then again this Dogfighter has always been a bit of a Drama magnet... Not getting too worked about this but yeah once the multi-classing thing became a thing I got many requests to make the Dogfighter fit the other classes... And so I did. (Sorry?) And yeah I would have liked to have done one more jacket for the Heavy... But I ran out of texture space so had to forfeit making it for him. Bummer. Sorry for folks getting upset... Opinions differ but I honestly did this hoping to be tasteful and using good judgement... But ya can't please everyone.[/QUOTE] It's not too late to fix it. It clearly doesn't work on some of the classes you updated it for, I think you should take it down and put it back up with a few changes based on what everyone here has said, before Valve adds it to the game and it's too late to change it. Valve have shown that they don't care about team colouring, placements of colour on classes, class silhouettes, or any these things anymore. It's up to you and every other contributor to make sure cosmetics look fitting and appropriate, because Valve won't.
[QUOTE=Pagliacci;50708802]They're plastic pebbles. Learn to read.[/QUOTE] they look like pumpkins though
[IMG]https://dl.dropboxusercontent.com/u/6909475/ShareX/2016/07/hlmv_2016-07-15_22-20-12.png[/IMG] [IMG]https://dl.dropboxusercontent.com/u/6909475/ShareX/2016/07/hlmv_2016-07-15_22-21-16.png[/IMG] [IMG]https://dl.dropboxusercontent.com/u/6909475/ShareX/2016/07/hlmv_2016-07-15_22-23-46.png[/IMG] [IMG]https://dl.dropboxusercontent.com/u/6909475/ShareX/2016/07/hlmv_2016-07-15_22-28-10.png[/IMG] I've been working on Dragara's Engineer set concept. Any feedback/suggestions?
[QUOTE=Jake Steele;50718348]they look like pumpkins though[/QUOTE] Have you ever seen black pumpkins?
[I][B]Big Image Ahoy [/B][/I] [IMG]http://puu.sh/q3vjp/e197970be2.png[/IMG] Since Frontline is a pretty rad setup and that I seriously need to get motivated again, I've made a Sniper set! This is inspired by the Fatigues worn by the Australian infantry during the New Guinea campaign of WWII, and so the set is meant to appear as if it's used for combat in humid, overgrown areas. This idea's up for claiming, but I'm not entirely satisfied with the colours and thought I'd ask for some palette advice. Anyone?
[QUOTE=YeWelshTabby;50714798][URL="http://i.imgur.com/qLQuU1L.png"][img]http://i.imgur.com/oX2GmdV.png[/img] [/URL] [URL="http://i.imgur.com/qLQuU1L.png"](Link to larger image)[/URL] Up for claiming[/QUOTE] Evil Abed?
[QUOTE=Dusty-Pixels;50720834][I][B]Big Image Ahoy [/B][/I] [IMG]http://puu.sh/q3vjp/e197970be2.png[/IMG] Since Frontline is a pretty rad setup and that I seriously need to get motivated again, I've made a Sniper set! This is inspired by the Fatigues worn by the Australian infantry during the New Guinea campaign of WWII, and so the set is meant to appear as if it's used for combat in humid, overgrown areas. This idea's up for claiming, but I'm not entirely satisfied with the colours and thought I'd ask for some palette advice. Anyone?[/QUOTE] The gaiters are simply impossible, snipers trousers wouldnt work well with them at all.
[QUOTE=Dusty-Pixels;50720834][I][B]Big Image Ahoy [/B][/I] [IMG]http://puu.sh/q3vjp/e197970be2.png[/IMG] Since Frontline is a pretty rad setup and that I seriously need to get motivated again, I've made a Sniper set! This is inspired by the Fatigues worn by the Australian infantry during the New Guinea campaign of WWII, and so the set is meant to appear as if it's used for combat in humid, overgrown areas. This idea's up for claiming, but I'm not entirely satisfied with the colours and thought I'd ask for some palette advice. Anyone?[/QUOTE] You have to draw with in-game reference in mind at least. Or just directly over it. If someone will try to follow that art the results will look quite different, since sniper has huge collar, huge vest and huge pants you have to work around.
[QUOTE=Dusty-Pixels;50720834][I][B]Big Image Ahoy [/B][/I] [IMG]http://puu.sh/q3vjp/e197970be2.png[/IMG] Since Frontline is a pretty rad setup and that I seriously need to get motivated again, I've made a Sniper set! This is inspired by the Fatigues worn by the Australian infantry during the New Guinea campaign of WWII, and so the set is meant to appear as if it's used for combat in humid, overgrown areas. This idea's up for claiming, but I'm not entirely satisfied with the colours and thought I'd ask for some palette advice. Anyone?[/QUOTE] Draw over reference pics, also probably not enough tc
[QUOTE=robsan85;50720336]Have you ever seen black pumpkins?[/QUOTE] [URL="https://en.wikipedia.org/wiki/Kabocha"]Is this close enough?[/URL]
[QUOTE=Dusty-Pixels;50720834][I][B]Big Image Ahoy [/B][/I] [IMG]http://puu.sh/q3vjp/e197970be2.png[/IMG] Since Frontline is a pretty rad setup and that I seriously need to get motivated again, I've made a Sniper set! This is inspired by the Fatigues worn by the Australian infantry during the New Guinea campaign of WWII, and so the set is meant to appear as if it's used for combat in humid, overgrown areas. This idea's up for claiming, but I'm not entirely satisfied with the colours and thought I'd ask for some palette advice. Anyone?[/QUOTE] It looks good, but you've covered up too much team colour by closing the jacket and hiding his shirt. Also, the Sniper's vest is [I]very [/I]bulky, since it's open and hangs loose. You are not going to be able to cover it like that without making the Sniper's jacket look really big. Look at other coats that people have contributed, the ones that try and turn his vest into a closed jacket like yours all look really big and awkward.
[QUOTE=La Boite;50714438][t]http://i.imgur.com/4dWLWpk.jpg[/t] unclaimed I made a lil' concept for a "military officer" loadout for the medic. if you can't read the small notations, here they are: -No hat required, made the cap for fun. -Gold could be Silver (referring to the gold "rope" & the collar & tie pin) -Team Colored gaiters? (the gaiters are based of the ones made by Bapaul. If those could be multiclass, that'd be neat!) The bottom of the coat is larger than the stock one, covering more of the legs. Yeah, might be a pain to make.... (But it's so pretty :3) For the head, I think a beard & hair combo would be nice, with hairs like the 'Das Gutenkutteharen' & 'A Brush with Death', it would add more personality than a random cap or hat, right? I'm gonna think about the weapons, if someone has suggestions, I'm listening! ;) [editline]15th July 2016[/editline] updating the workshop thumbnail is sufficient I believe.[/QUOTE] Frontline cross-repost
[QUOTE=La Boite;50723296]Frontline cross-repost[/QUOTE] I would definitley try re-doing it, and waaay bigger. Cant see the details in the concept and wont help when it comes to modeling.
x-post from frontline: [t]http://i.imgur.com/br127i6.jpg[/t] Up for grabs.
[QUOTE=OverPovered;50723774]x-post from frontline: [t]http://i.imgur.com/br127i6.jpg[/t] Up for grabs.[/QUOTE] Helmet should be a bit bigger and lower, also add a pyro emblem or something to make it less plain
Hey folks, I just wanted to say thanks for all the tips and suggestions that you guys provided for my concept, and I'm definitely working on another version that's drawn on a proper model of the Sniper. I was gonna start off doing that first, but I wanted to see if drawing the concept on its own to show what my idea would be like would work and it kinda didn't, given that I did actually go off model. Also the point about team colours being lessened on the coat, as well as the general shape, was an issue I was aware of and wanted some general enquiries to how I could fix that, but now I may have an idea to properly fix that. As for the coat, too, I'll agree I made that thing way to formfitting for him, and in reality the coats worn were generally less constricting depending on the weather conditions (Far left is the reference I'm referring to) [IMG]https://s-media-cache-ak0.pinimg.com/736x/02/56/a3/0256a3e32c4bca24f1c157a89648e264.jpg[/IMG] That being said, while I'm working on this new version, something about the Gaiters was brought up and I wanted to show something I started work on the other night: [IMG]http://puu.sh/q4bpA/d87f271607.png[/IMG] The gaiters are modelled around the sniper's trousers, rather than having the legs completely remodelled to be shaped around his lower legs. My main enquiry is that does this work, or should I leave this alone and maybe worry more about the coat?
[QUOTE=Dusty-Pixels;50724187]Hey folks, I just wanted to say thanks for all the tips and suggestions that you guys provided for my concept, and I'm definitely working on another version that's drawn on a proper model of the Sniper. I was gonna start off doing that first, but I wanted to see if drawing the concept on its own to show what my idea would be like would work and it kinda didn't, given that I did actually go off model. Also the point about team colours being lessened on the coat, as well as the general shape, was an issue I was aware of and wanted some general enquiries to how I could fix that, but now I may have an idea to properly fix that. As for the coat, too, I'll agree I made that thing way to formfitting for him, and in reality the coats worn were generally less constricting depending on the weather conditions (Far left is the reference I'm referring to) [IMG]https://s-media-cache-ak0.pinimg.com/736x/02/56/a3/0256a3e32c4bca24f1c157a89648e264.jpg[/IMG] That being said, while I'm working on this new version, something about the Gaiters was brought up and I wanted to show something I started work on the other night: [IMG]http://puu.sh/q4bpA/d87f271607.png[/IMG] The gaiters are modelled around the sniper's trousers, rather than having the legs completely remodelled to be shaped around his lower legs. My main enquiry is that does this work, or should I leave this alone and maybe worry more about the coat?[/QUOTE] Sadly, the Sniper's legs are also really weirdly curved. If you look at any of his boots in game, they're all really bulky, as there isn't any way to make them more form-fitting. I wouldn't worry about it, though, as there's no way around it. Most of his boots look fine unless you really scrutinise them. [t]https://wiki.teamfortress.com/w/images/3/35/Sniper_TeufortToothKicker.PNG?t=20120302160804[/t] [t]https://wiki.teamfortress.com/w/images/d/d2/Archers_Groundings.png?t=20140210224344[/t] [t]https://wiki.teamfortress.com/w/images/f/f0/Steamworkshop_tf2_multiclass_spurs_thumb.jpg?t=20150828150447[/t]
[QUOTE=Pagliacci;50723822]Helmet should be a bit bigger and lower, also add a pyro emblem or something to make it less plain[/QUOTE] [t]http://i.imgur.com/GonfaOR.jpg[/t]
[QUOTE=chandlerj333;50721534][URL="https://en.wikipedia.org/wiki/Kabocha"]Is this close enough?[/URL][/QUOTE] Almost, but it is dark green, my weapon is black and yellow.
[QUOTE=robsan85;50725570]Almost, but it is dark green, my weapon is black and yellow.[/QUOTE] So... Have I missed something about this weapon and how it works? Is this weapon primary or secondary? Is there a cooldown between these balls being thrown? And, most importantly, [I]does this make sense to anyone else that isn't you[/I]? Because the idea behind the Heavy Weapons Guy is that he's a class that lugs around a minigun and does a lot of damage up close, but has a slower running speed so he's used for defensive measures, like defending his team while their completing the main objective or offering as some form of distraction. He's been using these gaming mechanics for nine years, and it's gotten to the point where any other RvB game will always class the character who has the highest health and slowest speed as "that guy with the big ass fuckin' gun". This concept doesn't seem to work in regards to how the Heavy's been played for nearly a decade and, while suggesting a change is always good, this just seems too confusing and dumb for players. Coming up with original ideas for a game this old is hard, believe me. I'm still learning the ropes as a concept designer, and I'm still more than open on how I need to improve on my pitches and stylistic choices. Coming up with a concept for something I think is unique will inevitably become undoable or not worth trying, because it's already been attempted or just doesn't with the game. I guess what I'm trying to say here is that you need to work on your ideas and do a bit of research into how this would work, rather than throwing whatever you think of and see what sticks (Even when I've done that a few times and I do apologise for that). I'm sure you've got something that'd work really well, but maybe look into it a bit more and give it some more time.
[QUOTE=Dusty-Pixels;50725769]So... Have I missed something about this weapon and how it works? Is this weapon primary or secondary? Is there a cooldown between these balls being thrown? And, most importantly, [I]does this make sense to anyone else that isn't you[/I]? Because the idea behind the Heavy Weapons Guy is that he's a class that lugs around a minigun and does a lot of damage up close, but has a slower running speed so he's used for defensive measures, like defending his team while their completing the main objective or offering as some form of distraction. He's been using these gaming mechanics for nine years, and it's gotten to the point where any other RvB game will always class the character who has the highest health and slowest speed as "that guy with the big ass fuckin' gun". This concept doesn't seem to work in regards to how the Heavy's been played for nearly a decade and, while suggesting a change is always good, this just seems too confusing and dumb for players. Coming up with original ideas for a game this old is hard, believe me. I'm still learning the ropes as a concept designer, and I'm still more than open on how I need to improve on my pitches and stylistic choices. Coming up with a concept for something I think is unique will inevitably become undoable or not worth trying, because it's already been attempted or just doesn't with the game. I guess what I'm trying to say here is that you need to work on your ideas and do a bit of research into how this would work, rather than throwing whatever you think of and see what sticks (Even when I've done that a few times and I do apologise for that). I'm sure you've got something that'd work really well, but maybe look into it a bit more and give it some more time.[/QUOTE] Good point, did not think about that in which way you guys would see this weapon work, so i will make a list of different attributes this weapon will have for it to work. [editline]17th July 2016[/editline] So here is list of attributes for The Plastic Pebble: Damage per pebble: 140 Damage fall-off: No Reaction on surfaces: Disappears How many pebbles are thrown per second: 1,5 pebbles per second, or 3 pebbles per 2 seconds Arc and speed when trown: Same as Jack from Pass Time Size: Same as Jack On secondary fire: Make pebble roll on the floor forward (Twice the speed, half the damage) Reaction on obstacles( while rolling) : Disappears Tell me, if I need to add or change something.
[QUOTE=robsan85;50726032]Good point, did not think about that in which way you guys would see this weapon work, so i will make a list of different attributes this weapon will have for it to work. [editline]17th July 2016[/editline] So here is list of attributes for The Plastic Pebble: Damage per pebble: 140 Damage fall-off: No Reaction on surfaces: Disappears How many pebbles are thrown per second: 1,5 pebbles per second, or 3 pebbles per 2 seconds Arc and speed when trown: Same as Jack from Pass Time Size: Same as Jack On secondary fire: Make pebble roll on the floor forward (Twice the speed, half the damage) Reaction on obstacles( while rolling) : Disappears Tell me, if I need to add or change something.[/QUOTE] I think you're missing the point. What you've come up with just doesn't make any logical sense as to why the Heavy would use this thing and the actual weapon itself. You have to realize it doesn't make sense nor does it fit into the game at all. Its a bunch of spheres the Heavy [I]throws[/I]. Yeah when I think of the Heavy Weapons Guy I think of a big strong Russian man throwing projectile spheres at me from a bag on his back. You can't even consider it a subclass or a "new way to play" because of how absurdly bizarre it is.
[QUOTE=FiveEyes;50726153]I think you're missing the point. What you've come up with just doesn't make any logical sense as to why the Heavy would use this thing and the actual weapon itself. You have to realize it doesn't make sense nor does it fit into the game at all. Its a bunch of spheres the Heavy [I]throws[/I]. Yeah when I think of the Heavy Weapons Guy I think of a big strong Russian man throwing projectile spheres at me from a bag on his back. You can't even consider it a subclass or a "new way to play" because of how absurdly bizarre it is.[/QUOTE] Well, we can assume that plastic balls represent that Heavy lifts heavy things ( These pebbles are not hollow.)Also it is a same thing like when I think about demolition man, I think about him charging at me with a shield and sword.
[QUOTE=robsan85;50726196]Well, we can assume that plastic balls represent that Heavy lifts heavy things ( These pebbles are not hollow.)Also it is a same thing like when I think about demolition man, I think about him charging at me with a shield and sword.[/QUOTE] But even then, seeing a black scotsman charging at you brandishing a sword sounds equally more effective and cool than going Donkey Kong on them
Posting this up here after some discussions with Flubbman and Sedimentary, who are both off doing actual important things. I've got two models that I think would do well for the [URL="https://facepunch.com/showthread.php?t=1526899"]Frontline[/URL] community update. Mundy's Marksetter (left) and the Tasmanian Devil (right), both for Sniper: [t]http://puu.sh/kS77Z/a22b6126ca.png[/t] [t]http://puu.sh/kTSGi/dd41f58bad.png[/t] [t]http://puu.sh/kS7bZ/f1c3927fe3.png[/t] [t]http://puu.sh/kTSNj/c4b49aa02c.png[/t] [t]http://puu.sh/kS7da/3f0e70e5df.png[/t] [t]http://puu.sh/kTSQh/4e8cc4b12c.png[/t] [t]http://puu.sh/kS7gV/a448f8f932.png[/t] [t]http://puu.sh/kTSS5/317bc9a5b8.png[/t] They are both fully modelled and unwrapped, but require the following: - Texturing - Rigging (to the side-load animations in the case of the SMG) - Testing - Backpack images - Promo images - Possible model refinements If you're interested in working on either/both of these and getting them submitted to the Workshop for the Frontline project, contact me either here, or [URL="http://steamcommunity.com/id/Veerdinwraith/"]on my Steam account.[/URL] Cheers.
What program do alot of you use to bake sculpts? Genuinely curious
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