• Team Fortress 2 Classic V4
    284 replies, posted
[QUOTE=bunnybijou;52451077][t]https://puu.sh/wEZfX/09222c624b.png[/t][t]https://puu.sh/wF1wj/272a1d9119.png[/t][t]https://puu.sh/wFAbx/b98b2af2a9.png[/t][t]https://puu.sh/wFDnC/019b52c2aa.png[/t] i've been tossing around the idea of a robomerc for a bit (not exactly a robot form of the existing merc, just kind of an all-purpose murder android) here's a few sketches/paintovers from oldest --> newest[/QUOTE] Remember, when you draw 2d shapes, try to imagine how they'd actually work in 3d. I see a lot of shapes here: [img]http://i.imgur.com/x5eKgxb.png[/img] But it's hard to imagine how they'd be executed in 3d. Here's some examples of how line-art sketches specifically try to represent shapes as 3d objects: [t]http://img15.deviantart.net/84be/i/2016/180/b/6/robot_sketches_by_medders-da81zqa.jpg[/t][t]https://s-media-cache-ak0.pinimg.com/originals/b6/00/68/b600688d50b252900883774356b385dd.jpg[/t][t]http://www.sketch-a-day.com/wp-content/uploads/2011/07/sketch-a-day-319.jpg[/t][t]https://scontent.cdninstagram.com/t51.2885-15/s640x640/sh0.08/e35/12940943_185818538477602_1497819682_n.jpg?ig_cache_key=MTIyOTEwMTMyOTAyODE4MzEzMQ%3D%3D.2.l[/t] Sort of an unfair comparison, as tf2's detail level is significantly less than real-life, or any of those sketches either. Also it's sort of hard to make this work with a front-on point-of-view and not a 3/4ths point-of-view. But basically- try to imagine the robot's actual shapes as a model than just a sketch. I've run into this mistake a lot when drawing, especially with robots.
The discord invite seems to have expired, just so y'all know.
[QUOTE=ToastedTea;52466895]The discord invite seems to have expired, just so y'all know.[/QUOTE] The Discord was raided earlier by some trolls. The developers were able to handle it at the cost of expiring the current invite though.
[img]http://files.gamebanana.com/img/ss/skins/59698a7336f93.jpg[/img] [I][B]WE THOUGHT WE WERE SAFE BECAUSE IT'S NOT EVEN AUTUMN! WE WERE WRONG![/B][/I] a full model replacement for the deathmatch mercenary [U]features include: [/U]- gibs! + paint support! + glowiness and selfilum + optional candybar pills, for flavor + death sounds (and some other lines that never play) known bugs: - no viewmodels (atm) - floaty bones, a side effect of grafting a new model onto the merc skeleton - the pelvis really lets loose sometimes when a skeleton is slain - it scares me too much to play the game [URL="http://gamebanana.com/skins/156091"]download immediately[/URL]
[QUOTE=Spork-Juct;52467009]The Discord was raided earlier by some trolls. The developers were able to handle it at the cost of expiring the current invite though.[/QUOTE] What I saw was TF2C discord and like a handful of it's people got really passive aggressive at that TF2V mod and decided to go to where the mod is discussed and shit up the discussion before dropping a link of the discord into said thread. Once screen caps started pouring in it looked like the TF2C devs went full damage control mode. Still it really soured me to TF2C's remaining community as well as the devs who didn't just outright start banning people who actively started trouble when none originally existed. [QUOTE=Cufflux;52411551]If you don't want people trying "new concepts and ideas" (even if it's revisiting cut content), then I suggest you play s̶t̶o̶c̶k̶ ̶2̶0̶0̶7̶ ̶t̶f̶2̶ (Edited out since the soundspray exploit still exists in sdk base 2007. Do NOT use that shit)[/QUOTE] But Classic suggests something based on the original and TF2 already has a "classic" mod that emulates TFC. I think the classic in TF2C is a misnomer
[QUOTE=Regan SMASH;52472095]What I saw was TF2C discord and like a handful of it's people got really passive aggressive at that TF2V mod and decided to go to where the mod is discussed and shit up the discussion before dropping a link of the discord into said thread. Once screen caps started pouring in it looked like the TF2C devs went full damage control mode. Still it really soured me to TF2C's remaining community as well as the devs who didn't just outright start banning people who actively started trouble when none originally existed. But Classic suggests something based on the original and TF2 already has a "classic" mod that emulates TFC. I think the classic in TF2C is a misnomer[/QUOTE] Nah I was there. Most of the posts claiming to be TF2C fans were trolls trying to stir shit up. The link to the discord was posted by a board member who was already in the discord beforehan,d getting ready to raid the discord using the help of those board members by giving them the link to join it. Trust me, there was no reason for anybody in the TF2C discord to have posted the invite.
WTF, there's a TF2C section on gamebanana
We will be accepting another wave of beta testers soon (within the next few weeks). [URL="https://goo.gl/forms/N1JbE2X1bxWhm5Hy2"]Here is the link to apply. [/URL]
[QUOTE=OneFourth;52503923]We will be accepting another wave of beta testers soon (within the next few weeks). [URL="https://goo.gl/forms/N1JbE2X1bxWhm5Hy2"]Here is the link to apply. [/URL][/QUOTE] We have sent out a wave of beta tester invitations. Be sure to check your spam folder. The subject line will read "TF2Classic Private Beta". We will be sending a second wave of invitations out later this week. If you did not make it in this wave, you will be considered for the next.
[QUOTE=OneFourth;52505857]We have sent out a wave of beta tester invitations. Be sure to check your spam folder. The subject line will read "TF2Classic Private Beta". We will be sending a second wave of invitations out later this week. If you did not make it in this wave, you will be considered for the next.[/QUOTE] The second wave has been sent out. It seems to go to the spam folder by default. The mailing address is [EMAIL="inquiry@eminoma.com"]inquiry@eminoma.com[/EMAIL] Please check your email if you applied. (this is my last multi-post :v:)
Hello, people of Team Fortress Classic. We, Team €ool, have just completed our first map for your mod (this isn't our first project) after many long weeks, and we'd like to share it with you. Please enjoy. my.mixtape.moe/ucnuyx.zip
Hey kids, it's Agameofscones, or Triiodine as I now go by, just though I'd let ya'll know that I've updated dm_venice in the past few months and only really told Hex about it. It's something like 2 versions ahead of what I posted previously. [URL="https://www.dropbox.com/s/tpsx2mua5awklvj/dm_Venice_b8x.bsp?dl=0"]So if you want the latest version (8x) click this sentence.[/URL] [B]Changes: [/B] I've removed all HL2 textures, be it graffiti, stains, or overlays (Still using TF2 stains and smudges though). There were a few really poorly made hints and areaportals that have been moved around. Some exposed nodraw textures were moved and reworked. A few of the buildings were off grid and thus causing VVIS issues, those are fixed now. That one spawn inside a playerclip brush was removed. All the doorways had collisions disabled (Even though they're all sized to TF2 doorway props, I got complaints any way). There were a few wacko playerclip brushes that've been fixed. You shouldn't snag on building edges anymore while b-hopping. I haven't run bspzip on this version, so it's pretty bloated with custom content and cubemaps. Here's an updated screenshots of the main area with the updated lightmaps: [t]http://www.wduwant.com/index_uploads/uploads/34a9279931b9.png[/t]
[t]http://i.imgur.com/2VJqCtr.png[/t][t]http://i.imgur.com/4S51mcm.png[/t][t]http://i.imgur.com/SJ2fjy7.png[/t][t]http://i.imgur.com/Aw2rAbp.png[/t] Started working on the Janitor yesterday. My focus is a stable SFM release initially then we'll see how espionage turns out. Proportions are subject to change like the nose and sideburns / chin. It's ofc based on Badgerpig's concept art and there are more iterations so I'll be making all of them!
[t]http://i.imgur.com/0XzT9Y8.png[/t] Some of the texture progress. Hair is really unfinished so far but atleast eyelids are working too! Also props for the TF2C Team for providing informative feedback, thanks to them the process is really speeded up!
[QUOTE=Maxxy;52595647][I]janitor face model[/I][/QUOTE] Really loving the look here. Somewhere between the medic and engineer. He looks like a Disney character or something! Though, on the criticism sides, his face texture is a little on the clean-shaven side for TF2's artstyle. [t]http://i.imgur.com/R4Hr9x3.jpg[/t] Here you can see what I mean, the rest of the classes are more grizzled and musty than the model you posted. It's coming along great though!
[QUOTE=JRichter;52596221]Really loving the look here. Somewhere between the medic and engineer. He looks like a Disney character or something! Though, on the criticism sides, his face texture is a little on the clean-shaven side for TF2's artstyle. Here you can see what I mean, the rest of the classes are more grizzled and musty than the model you posted. It's coming along great though![/QUOTE] [t]http://i.imgur.com/ypUekzL.png[/t][t]http://i.imgur.com/y2UafD8.png[/t] [t]https://orig06.deviantart.net/40b4/f/2017/234/7/6/fpag_by_maxxy1996-dbkx1oe.png[/t][t]https://orig15.deviantart.net/fe6e/f/2017/234/6/5/disag_by_maxxy1996-dbkx1oc.png[/t] Alternative hair color effect or nothing. Got some more adjustments but there is still a few parts needs cleanup like the ears and the AO here and there. I mostly tried to tweak the skin color / mesh / propotions / wrinkles but I added some more to the musty look. The ears are still barely textured too ( too bright from front view ). Hopefuly I can shortly start the body too. [t]http://i.imgur.com/oDIubMv.png[/t][t]http://i.imgur.com/w9uH1na.png[/t]
[t]http://i.imgur.com/0XzT9Y8.png[/t] There's a lot of effort you did well with that model Maxxy. I like the sideburns and his look as well.
[QUOTE=Maxxy;52599757] :snip:[/QUOTE] This makes me curious. When all is said and done (i.e, TF2C content), would you consider creating an unmasked Pyro head, in a similar vein to the unfinished/unreleased model by Svdl?
[QUOTE=fancy990;52603639]This makes me curious. When all is said and done (i.e, TF2C content), would you consider creating an unmasked Pyro head, in a similar vein to the unfinished/unreleased model by Svdl?[/QUOTE] Svdl made that horrid one, and then made a much better one, but never released it. Then Apostronaut made one, and again never released it. I'd start with asking Svdl or Apostro, seeing as Maxxy has a lot on his plate.
Something's off about the model compared to the concept art, it feels as if he's missing the gauntness and sterness of the art, looks too soft and relaxed.
[img]http://i.imgur.com/oLV3uDt.jpg[/img] [img]http://i.imgur.com/oDIubMv.png[/img] On the left is my quick and dirty warping of the model. In short, I think making his cheeks more gaunt, mouth a little wider/broader along with reshaping his lower jaw would help it look closer to the concept art. Also, his hairline is receding further. Please ignore the misshapen ears and clay face, I was just trying to get my idea across with some quick warping, and it looks quite bad in some places. EDIT: obviously you can take my criticisms with a grain of salt as the model looks quite nice, but these are just my suggestions
You should make those eyebrows and that area like the ones on the concept art. atleast personaly
yeah, i think that in the concept art, the eyebrows are thicker and a little closer, so they give the janitor a grumpy face. good work, anyway!
[QUOTE=Dr. Doughnut;52605893] On the left is my quick and dirty warping of the model. In short, I think making his cheeks more gaunt, mouth a little wider/broader along with reshaping his lower jaw would help it look closer to the concept art. Also, his hairline is receding further. Please ignore the misshapen ears and clay face, I was just trying to get my idea across with some quick warping, and it looks quite bad in some places. EDIT: obviously you can take my criticisms with a grain of salt as the model looks quite nice, but these are just my suggestions[/QUOTE] I don't want to make him look like a frog, I instead made a compromise. [t]http://i.imgur.com/q6PgsP2.png[/t] Cheeks falls in a bit more, also adjusted both the mesh and textures: Lips, cheeks, jaw, eyebrows. Also has phong / exponent mask now. I want to focus more on the body now. The UV is already done plus the mesh, time to texture. And just like the face, the body shape can be altered later based on how it looks. [t]http://i.imgur.com/o1A1d83.png[/t] [QUOTE=Creeps;52613650]You should make those eyebrows and that area like the ones on the concept art. atleast personaly[/QUOTE] [QUOTE=Mister F;52633147]yeah, i think that in the concept art, the eyebrows are thicker and a little closer, so they give the janitor a grumpy face. good work, anyway![/QUOTE] Sometimes stuff that looks good on a concept doesn't really work on a model. It's more stylistic so the concept only gives an idea about how you want to shape the face. The concept indicates a really thick seperated eyebrow mesh which is not only hard to properly faceflex but to adjust right ( shape / texture ). A simple textured eyebrow works just fine too, I might make it thicker tho.
I know this is nothing to worry about right now but I do wonder how he would sound like.
I absolutely love the progress made on the Janitor model so far. Since his design is similar to (if not outright inspired by) [URL="http://i.neoseeker.com/ca/teamfortress2_conceptart_IHPHi.jpg"]some early Demoman concept art[/URL], will he be sharing some animations with the Demoman?
[QUOTE=Jboby1;52633562]I absolutely love the progress made on the Janitor model so far. Since his design is similar to (if not outright inspired by) [URL="http://i.neoseeker.com/ca/teamfortress2_conceptart_IHPHi.jpg"]some early Demoman concept art[/URL], will he be sharing some animations with the Demoman?[/QUOTE] he is taller than the demoman/limbs are different lengths
He's the same height as the spy.
where are the skeletons? halloween is closer xD
[QUOTE=RetroFan987;52412029]According to the linked Steam group, 2007 TF2's servers have a major security exploit, so it's probably better to be safe than sorry.[/QUOTE] Just a note for anyone wondering if its safe nicknine updated it on july 8th to fix that very issue
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