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Class: Soldier
Item Slot: Headgear
File Size:
Posted:
1.142 MB
Sep 10, 2012 @ 12:12pm
1 change note ( view )
Description
Never kill soldiers. Why? They might blow you up just by using their hat.

Please Thumbsup if you like, and if you don't like it just please tell me what I can fix in it and don't just swear.

Thanks,
Alsafa7
19 Comments
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Cirno The Ice-Fairy Aug 14 @ 9:47am 
too. many. polygons.
Intergalactic Aug 14 @ 8:02am 
Are you for real? LOL
Chicken McNuggets Aug 11 @ 12:56pm 
Did you just took the MVM bomb model and threw it within a bland texture ?
Commando_Kitty Mar 2 @ 9:05pm 
yes
Man nice work!! rep+1 !
Please see my works! I hope you enjoy it!
Five-SeveN Blue
P90 Old Paint
Dual Berettas - Green Patterns
racerlion Oct 11, 2013 @ 6:55am 
Oh kay, looks alrighty. But needs more detail.
Brave Heart  [author] Sep 11, 2012 @ 9:09pm 
@Marceline: Thanks for the crits. I understood crits 2 and 3 but I couldn't quite understand crits 1. Also, for crits 2, how can I bake lightning information in? Can you lead me to a guide?
◦♥◦KITE◦♥◦ Sep 11, 2012 @ 3:19pm 
Cont.


3: The material/shader. Again why is there no lighting information? This would really benefit from a normal map, or phong map, or both. Even if you bake a really simple high poly for flat normals, the lighting will give it some life, right now it’s just flat.

Look at Swizzle’s texture guide, pretty much all of these links;
http://www.kritzkast.com/tf2_mod_guide

Post here and if I can get to it I can do a paintover for you.
http://www.polycount.com/forum/showthread.php?t=69164
◦♥◦KITE◦♥◦ Sep 11, 2012 @ 3:19pm 
This critique is designed to help you better yourself as a modeler. That being said here are this issues with it:

1: The shape itself. I am going to assume this is intended to be a bomb. The bottom part of it, the part that touches his head, just looks kinda mushy, almost like a deflated balloon.

2: The texture. It almost made me sick to see the comment about wanting to ask Valve if you could use a 1024. The maximum texture size on a hat is 256. If you cannot get the detail you want in a 512 even; you are not using your texture space effectively. If a detail you want is not coming across then the detail is too small. What is up with the colors? The overall color is flat and desaturated, but the color on the end is way too saturated. They don’t even match the models they are on. What is up with the yellow stuff? I have no idea what it is and it only reads as distracting noise. Why is the wireframe baked into the texture? There is not lighting information baked in.
Brave Heart  [author] Sep 11, 2012 @ 10:10am 
@[DTGC] ObligatedCupid1: Can you explain further? Like what is the sagged part exactly; since the middle part is the actual helmet and it has to be fatter than the model.