WiP in WiP, post your screenshots!

owly-oop

im birb
aa
Apr 14, 2009
819
1,215
fz0wuh.png
2isv6rm.png



I'm learning how to model. This is based off of the tesla claw weapon from the ratchet and clank series

I still have to detail the claws (and everything else), then I get to venture into the world of UV mapping

The design is different because of 2 reasons. I am not good at modelling, an the original design looks like it would clip though the engineer/be awkward. Should i try to make it like the original anyways?

edit: yea the original design looks way better, gonna change it!

note to self: bottom claw is not thick enough vertically
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Continuing the model combo

s53TD.png


Firing animation:

7hlH7.png
 
Mar 23, 2010
1,872
1,696
cp_george_2c0003.jpg

old
cp_george_2c0001.jpg

new
cp_george_2c0002.jpg
 

GenEn

L1: Registered
Jul 16, 2010
46
54
@Prestige: What's up with the single light on the point in the first screenshot?
 

McNuggetFiend

L3: Member
Jun 22, 2009
147
51
On a random note, here's a thought after reading the above post. Reading "Doublecross" made me think it would be cool to have a KoTH map that has the Doublecross visual feel to it. A nice clear night using those building styles. That would be sexy. Doublecross is a pretty map, though I personally think it is quite a bore/chore to play.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I believe Randdalf is making koth_chasm in the doublecross theme.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
on use: blows his arm clean off; bleeds out in seconds
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Fun Fact:: Clowns and Circuses were very popular family attractions in the 1950's
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I'm done with the clown.
*All items are one accessory slot, except the hat which is hat slot.
*I pulled the headpiece further down on his head so the hair wouldn't clip as many hats. It only clips a few now and not too badly.
*Added jiggle bones to hair and flower.
* Darkend the feet to go with more of the original art style (less attention to feet), of course this is broken somewhat now with pink scout socks, etc... But I figured bringing down the tone would help. Also changed the main part of boot to black instead of white.
*I expanded the boots a bit so they encompass the original boots better (in case valve doesn't want to seperate pyros feet). There is a tiny bit of clipping on dead bodies, but that's all I could find.
*hat is 256x256 and 402 tris, the accessories are 256x512 and 1052 tris. So I'm not sure about LOD's. I guess I can shave the accessories down by a few hundred by deleting the shoelaces and a coupkle polys on the tie/hair. But is it even worth it?

Still need some names.

clown_done.jpg


Darn, had forgot about this, should I give him 'clown eyebrows"? I meant to do that earlier. Now the uv's would be a bit rough
pyro_eyes.jpg
 

ColonelBD

L1: Registered
Jan 9, 2010
18
21
Continuing the model combo

s53TD.png


Firing animation:

7hlH7.png

Did you parent the nozzel to weapon_bone_1? As I had a simular problem with the dodgy firing animation, and I fixed it by parenting it too the regular weapon_bone. Weapon_bone_1 is used for the trigger only.
 
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Goombac

L4: Comfortable Member
Mar 27, 2010
172
84
arena_goombac_af50028.jpg


Well, this is my first contribution. After tons of maps barely started, I've made this. Still heavily WiP, I haven't even constructed it all yet. It's an arena map that I may turn koth as well depending how it goes.

It was intended for Assignment Frenzy 5, but I ran out of time due to schedule conflicts and I truly realized how little 350 objects were.

And as a side note, just to be sure, for symmetrical maps is the easiest way to make the other side just to copy, paste and rotate?
 
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