Request : Jukebox

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
I'm with Acumen, 3207 is a bargain. Throw a couple of LODs that change at a far distance and you'll be ok. Besides, anyone who puts more than 1 jukebox in the same place is a chinbearder.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
scrn10.jpg

Looks like the polycount contest already had a jukebox dispenser....
Not necessarily saying you should use that instead, but it just goes to show that you really should do a bit more research before making request threads in future.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Looks like the polycount contest already had a jukebox dispenser....
Not necessarily saying you should use that instead, but it just goes to show that you really should do a bit more research before making request threads in future.

Wait really? That's harsh don't you think? This model you're linking to isn't available for download. The whole point of the request is to get a usable model that can put in a map, not just a picture of one. How does that negate the purpose of this thread?
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
I'm with you on that, Rexy. Not to mention that A) It's a dispenser jukebox and B) It absolutely does NOT fit the TF2 style.

As far as I'm aware there are no TF2 style appropriate jukebox models anywhere, which justifies this thread.
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
just an update, with my midterm finished i can finally start working on this again. I didnt forget it ;)
 

wolfiejo

L1: Registered
Dec 21, 2009
41
1
Helloo,

I made nightclub and would reaaaaaalyyy like this model to be finished!!! :p

The jukebox that is in nightclub was... "borrowed" from fallout 3 and It's been on my conscience ever since. :O (Yes, I blurred out "vault-tec" in it :blushing: )

Would realy love to use this model in my map! I'm working with a modeler (Charlie) so I've been filling it up with more diner theme models and soon some steakhouse ones too.
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
While im almost done uv mapping, I was wondering if anyone had some good specific photoshop tutorials that could possibly help with the texturing of this. I'm looking on my own of coarse, but I would like to know if anyone had anything they would think would be helpful. On top of this, I am also wondering the same for VTF's and VMT's. I would like to make this model turn out great!
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
jukeboxoshit.png


Uv'd but may need some tweaking, just started the texturing process.
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
jukky.png


progress so far. Getting most of the basic texturing done. Dunno how im gonna do detail X(
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
You need stronger shades on the neon bars. Where their close too the wood, make it darker. I'm sure you already know brush strokes blah blah... but try removing chunks of wood, just to give it so realism, as it's gonna see some bullets, fire, and fonzie. Also, the back needs to be metal.
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
Hey guys, sorry this has taken SO long to update, but Iife you know? Anywho, so the textures are far from done, but I wanted to make sure that I can get this in the game all nice and compiled. Ill have to fix some faces because parts look too blocky but it look pretty good if I do say so myself. I also started working on Alpha for the glass. Alpha is a bitch, I kind of got it figured out but I guess opacity doesn't work with it, which SUCKS. :( Oh well

playground0000.jpg


playground0001.jpg


playground0002.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Try examining the texture files for Rexy's vending machine if you want to know how to do opacity. That thing has a glass window that's frosted over at the edges.
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
Thanks for the suggestion, ill take a look.

I learned how to texture bake, and I have to say I think it really improved what I got going here.
See for yourselves :)

baked.jpg


baked2.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
My main concern so far is that, if it's almost as tall as the Heavy, it would be out of scale with other props in the game. I mean, even moreso than how props already are.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
Thanks for the suggestion, ill take a look.

I learned how to texture bake, and I have to say I think it really improved what I got going here.
See for yourselves :)
[pictures]

[/pictures]

I like the model, but you might want to desaturate the colours and add some dirt and imperfections to it, right now it's a bit "fullbright' if you know what I mean.
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
Here are some ingame screens. I'm still working on the overall texture before i get into super detail. I records inside still need some work and it didnt occur to me that the scout is too short to look over the glass. I could use some criticism on the insides and lit green and orange. Also on the grey round things. They look ugly and could really use some suggestions. THanks

jukeboxtesting0000.jpg


jukeboxtesting0001.jpg


jukeboxtesting0003.jpg


jukeboxtesting0004.jpg
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
Remove the split red blue section behind the records, if it's in a spawn, it should be team sided. Remove the tf2logo aswell, it just looks bad floating there.

The real question is how this would do in actual, RC level lighting. I'm assuming (maybe shouldn't) that the green and red bars are $selfillium? If so, I think it would look cool in a dark aren with a single spot light shined upon it.

Also, custom song names must be made for this. ASAP.