Request : Jukebox

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
More screens, I took Exist's advice and selfillum'd the sides and inside, had reUV but it turned out nicer. I also added the glass which im debating to keep the crack or not. Also I've added the game's music titles to the front of the Jukebox. I'm adding bits of detail now and may be changing the insides.

jukeboxtesting0001.jpg

jukeboxtesting0004.jpg

jukeboxtesting0002.jpg
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
You posted .tga's.
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
Looks good, Might want to make the wood texture darker, but thats it!

get ready for release :)
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
@exist

I've been messing around with the wood, but I kinda prefer it a tad lighter, Ill make changes accordingly when I put it in one of my old maps with decent lighting.

@Jonah
Thanks for that, I didn't even notice it all this time.

@sgt Frag
I wasn't entirely sure what to put down as the price. I'm gonna do some research first, but I believe you are right in that it should be 5 cents.

I havent done any improvements for the insides model texture wise. I decided to not place an arm in there, to save on the polys and UV space. If you look at the L4D2 jukebox it's arm is inside the machine and pops out to change the record (not to mention its an easter egg). This jukebox is not animated so I didn't quite find the point of adding it. This is a background item more or less and people can throw music near it give the effect its playing but, it won't get the attention like the Cart.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
How about a new map style

'Keep the Jukebox running!', what ever team keeps their selection playing the longest wins! lol.

Yeah, I don't think in game anyone will really miss the arm. In fact I never looked that closely at the L4D one so I'm not sure what it looks like honestly. It's easy to be nitpicky just lookin at screens, harder in game.
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
No I don't think that would work very well lol. What you just explained is more or less KotH.
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
Made some improvements at the top and worked alot with insides. I think I might keep the insides because I like it.

juke3.jpg


juke4.jpg
 
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Exist

L6: Sharp Member
Oct 31, 2009
306
136
No I don't think that would work very well lol. What you just explained is more or less KotH.

Actually, that could be a fun addition. Like, when the point changes teams, the song changes. Shouldn't be too hard to do that entity setup.
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
Well it wouldn't be too hard to do of coarse, but am not gonna make it. Someone else can though :p
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
I redid the UV to make the coin texture bigger, it was too low res compared to the songs, and now thats fixed. I also started to apply dirt, I dont really enjoy seeing it dirty, so I will probably release this with a dirty and clean version.


dirty1.jpg


dirty2.jpg
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
Experimenting with Red and Blu Textures. I beleive its meh. Probably gonna stick with green and orange.

blueredjbox.jpg


Almost done guys...
 

Boylee

pew pew pew
aa
Apr 29, 2008
1,068
709
A few quick suggestions:

1. Change the font to a non TF2 one for all the lettering on the front. You'll notice the only place the TF2 fonts feature in game is in the HUD, non of the official in-game models use the TF fonts.

2. The wood texture needs a bit of work, a bit more variation in the grain would be a good place to start. Don't be afraid to use a Valve wood texture as the starting point. Alternatively give this tutorial a crack.

3. Try some other colour schemes, I'd suggest orange and blue as it's still nice and tf2-ish. Not a fan of the green personally.

4. Any reason why the big U shaped bit on the front is yellow? If it's meant to be metal it should probably be a bit more brassy or silver, and definitely more shiny, which leads me neatly onto my next point...

5. Put an alpha channel in the texture and set it to control the phong shading. stick "$basemapalphaphongmask" "1" in the vmt and play around with some "$phongfresnelranges" "[X Y Z]"

You might want to look into the "$selfillum" vmt property for the big glass bits on the sides and maybe the back of the bit behind the discs too.

Apologies if you know these bits already or if they've been mentioned already in the thread, I don't have the time to read it all right now.

Nice model anyways, keep up the good work.