|
Post by tehrasha on Jul 2, 2010 1:23:36 GMT
My mapping has taken a bit of a back seat to my attempt at making a Pyro Hat, thought I would share a WIP pic.
|
|
|
Post by Zeph on Jul 2, 2010 14:26:01 GMT
lol nice
|
|
|
Post by Angush :] on Jul 3, 2010 4:00:41 GMT
needz moar polys
|
|
|
Post by tehrasha on Jul 4, 2010 0:09:49 GMT
Heh, I wish... I started out at nearly 3500. Valve claims that they want around 800ish, but a few of the community built hats are considerably more. Here is the latest WIP. Got the lower jaw finished, and still managed to trim the poly count down. Some ideas that have been suggested to me include.... a ) Jiggle-bone the jaw so it flaps a bit. b ) Make the nostrils smoke like the Spy's cigarette. c ) Flickering flame entites in the eyes. d ) Breath fire during the taunt-kill. ( a ) Should not be too hard as it is only a minor addition to the model. ( b ) and ( c ) will require learning how to add attachment points to the model which also should not be too hard. ( d ) Although I think that would be insanely cool, it would require learning full blown animation, and I would like to get this done sometime this month. This is very much a learn-as-I-go project.
|
|
|
Post by Angush :] on Jul 4, 2010 6:31:45 GMT
I liked it better without the lower jaw.
Also shouldn't you integrate the eyes?
|
|
|
Post by tehrasha on Jul 6, 2010 20:07:56 GMT
I was going for the style of a paper-mache parade head, so I did not integrate the eyes. I based the model and now the texture off of this.... (with a lot less of the hot-pink obviously) Latest WIP
|
|
|
Post by tehrasha on Jul 15, 2010 19:32:54 GMT
A few changes... Leaner and meaner.... Shrunken head (hat), to deal with possible clipping issues of some Misc.Items. the Pyro can wear.
|
|
|
Post by tehrasha on Jul 19, 2010 4:46:28 GMT
More pimping for the mask/hat...
|
|
|
Post by tehrasha on Jul 22, 2010 8:36:56 GMT
Results from further twiddling with my dragon hat/mask. Completely redid the spikes and cheek flares. Took out several unneeded edge loops, and got the count down to 1028. Included the misc.items 'Whiskered Gentleman' and 'Ear-buds' to show possible clipping issues. ...still waiting on a response from Robin Walker about their official stance on model clipping. (I was surprised to find the WG is 959 poly all by itself!)
|
|
|
Post by dafatcat on Jul 22, 2010 21:49:26 GMT
You sir, are awesome.
|
|
|
Post by khallal on Aug 8, 2010 23:15:48 GMT
Hello, I spotted in your video that you are using a program called autodesk 3d max design and four digits ? Am I wrong or Am I correct ? I've just started to work on it. I do not thought create things from zero, at the moment I am playing around with World of Warcraft models, trying to make "bones", I am sadly stuck on how to get the bones for the fingers to follow with the arm as I move it, along with how I shall work around with the arm. I will tweak and such when I've done the skeleton for the character, do you happen to have any advices how to make a skeleton for a character ?
|
|
|
Post by tehrasha on Aug 9, 2010 21:34:56 GMT
Hello, I spotted in your video that you are using a program called autodesk 3d max design and four digits ? Am I wrong or Am I correct ? Correct. Unfortunately, I have not learned how to do anything with rigging and bones yet. Sorry.
|
|
|
Post by dadope20202 on Aug 15, 2010 4:34:17 GMT
So is this downloadable?
|
|
|
Post by tehrasha on Aug 17, 2010 3:31:08 GMT
Not yet. Its still WIP. Currently working on texturing and getting it to look like it belongs in the TF2 world.
|
|
|
Post by tehrasha on Aug 19, 2010 17:10:48 GMT
It has been almost a month since I have updated anything, and truthfully, it has been almost a month since I had done -any- work on the hat. That changed last night. I was determined that I would figure out how to export the hat and compile it so it would work in game. Result! Texture still needs a lot of work, and I dont have any jiggle bones in there yet... But its working! *mad scientist laugh*
|
|