Model The pirate prop pack – WIP

designer0

L1: Registered
Aug 6, 2009
4
2
After playing trough the new Monkey Island episodes I decided I wanted to make some pirate stuff. And I thought maybe I could make a prop pack for TF2. I have done some skins in the past, but I haven’t really made custom models before. So let’s see how this goes


Here is the stuff I want to include. If there is anything more you want to see included, just let me know.

finished:
- nothing

WIP:
- Cannon (partly textured)
- Closed treasure chest (model done)

to do:
- Wrecked boat
- Open treasure chest
- Cannonballs
- Raft
- Skybox pirate ship
- Skeleton
 
Last edited:

designer0

L1: Registered
Aug 6, 2009
4
2
so far i have modeled the cannon and the chest and is currently working on textures.
wireCannon.jpg

wireChest2.jpg
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
impressively impressive, keep it up!

does the cannon have a fuse?
 

designer0

L1: Registered
Aug 6, 2009
4
2
You should, of course, have a cardboard parrot.

a parrot is a great idea. Im not good at drawing 2D cartoons. But if someone can draw it for me i will slapp it on a pice of virtual cardboard and include it in the pack.


i finished the skin for the main body of the cannon. it dosen't have any fuse yet. I i will add a fuse and some ropework later.
render5.jpg
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Looking really great so far! I love custom content for TF2
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
personally, the wheels look a bit out of place, maybe make them darker since they stick out to me.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
That looks incredibly blocky, you could almost make it more detailed with brushed alone :/ (most notable the wheels!)

The advantage of models is that they can be far more intricate than brushes can be. I personally think that you should rework these models so that all your curves have around x2 the number of points in them as they are waaaaay too blocky. as well as adding other details like faps in between planks of wood, chips, a proper race around where the axle joins the cannon's body etc. Then UV map it. then reduce the number of polys and adjust the newly messed up UV coords so that they look as much like the original as possible then compile the model using the LOD commands in the .qc so that as you get further from the model it swaps to the lower poly model to save on rendering.

For this I'd also make a normal map for a better texture in the cannon's body. Just make sure the normal map isn't too deep otherwise it might clash and look out of place with the rest of TF2's assets (which if they have a normal map it's a very subtle one)
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
For a project like this, I'd give you a budget of 3000 polygons. Seems reasonable, that way you don't end up with ugly blocky shapes like YM suggested.

And the body of the cannon could go a little bit lighter, but that could just be the darkness of the render. Good work so far.
 

designer0

L1: Registered
Aug 6, 2009
4
2
thanks for the feedback.

I'll redo the wheels and add some more polys. Maybe i'll go back and ad some more detale to the main body later.

I have made a costome skinn for one of the boats from HL2 so that it fits more in with the TF2 textures. It's a fairly simple edit and i haven't put much work in it, but i think it should work fine:

render2a.jpg