The Home Remedy - OUTDATED
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-TmP-frank0123 Apr 10 @ 4:06pm 
Nice item!!! Good job Creator C:
DeMokPaT Oct 22, 2012 @ 8:06am 
Will T.TVR  [author] Oct 21, 2012 @ 10:35pm 
ATTN: This item has been split into two new, separate items! Check the top of the description for links to the new versions.
Dacond3 Prime Oct 21, 2012 @ 1:32pm 
when uber +100 hp and nockback now is op XD
Prop42 Oct 21, 2012 @ 12:29pm 
Since its a medi-gun and a leafblower, wouldn't that cause the leafs and plants to grow out of control? Also, good job on the model.
Jesus Octopus Oct 21, 2012 @ 7:21am 
i like the idea but it just looks like u put a bunch of random things on a reskinned medi gun
Snugs the Mimic & Eve Oct 21, 2012 @ 3:39am 
+2 heal amount
-20% heal rate
Ubercharge increases heal rate by 100% and decreases heal amount by 1
Alt-fire - Fires a weak compression blast that puts out flames but can't push back players and projectiles
Shimapon-31 Oct 20, 2012 @ 8:33pm 
stats would go like
+20% heal rate
+25% ubercharge
uber lastes longer BUT will push away projectiles in other words airblast them back
Dr. Fez Oct 20, 2012 @ 6:14pm 
Will T.TVR  [author] Oct 20, 2012 @ 1:55pm 
I've decided to split this into two items: the backpack as a misc. and the medigun (likely with a new design made from scratch) separately as a weapon. Expect to see the new uploads within a few days!
Dr. Fez Oct 20, 2012 @ 10:38am 
Yeah, that would be awesome
Jarate Master Oct 20, 2012 @ 5:20am 
Leaf blower? Maybe it can airblast! :p
Will T.TVR  [author] Oct 19, 2012 @ 12:05pm 
I'm actually not that fond of the medigun component myself. I've been debating whether to drop it and make the backpack into a standalone misc. The gun was modeled in a hurry after I scrapped its first design (which can be seen hidden under the table in the first screenshot), and considering that the original medigun already looks kind of "home-built," I'm not sure that having a unique one for this is really necessary.

Plus Valve seems to like to add cosmetic items more than they like to add weapons... ;)
Omninerd Oct 19, 2012 @ 10:17am 
Keep getting it better, man! I really like the backpack, but both it and the gun are... too plain and shiny... Maybe adding some details on the gun's barrel...
"Bob" the Space Cadet Oct 19, 2012 @ 2:49am 
The backpack on this thing looks freaking awesome... I'm not so crazy about the nozzle though. It looks quite plain and flat and I don't think the box strapped to it adds anything.
Will T.TVR  [author] Oct 17, 2012 @ 11:50pm 
Finally got everything updated! The switch on the vacuum is now 50% larger (I tried 100%, but it seemed slightly too large), and there are visible signs of wear on the tanks to give them some detail.

I've also included a couple of first-person in-game screens as requested. I'm a little disappointed by how plain this medigun looks in first-person compared to the other two, but I can remind myself that unlike the other two, which were presumably assembled from scratch using a large number of small components, this one is a largely-unmodified leaf blower, designed to look smooth and simple when manufactured and sold en masse, with just a few minor extra bits added by Medic to suit his needs. I can also alter it more as time allows. Unfortunately there are other things (school) that I need to devote my time to, so I'll likely need to slow down work on this for the moment.
Gadget Oct 17, 2012 @ 10:09am 
Agreed, it looks much better now. Now the only two things bugging me are the size of that switch on the backpack and the two grey tanks. I'd like to suggest increasing the size of the switch by maybe 100% because it's too tiny right now (compare it to one of the Medic's fingers). And the grey tanks look a bit boring. Maybe adding a decal and using a lighter grey might help. Also would you mind adding a screenshot from the first person view? Thanks
◦♥◦KITE◦♥◦ Oct 17, 2012 @ 3:57am 
I think this is so much better, keep it up!
Will T.TVR  [author] Oct 17, 2012 @ 1:14am 
I've updates the preview pics with the new textures. I think the backpack is still a bit bland; I'll keep experimenting with it as time goes on. The files themselves will be updated once I remake the LODs (the UV mapping has shifted a lot so of course the LODs are borked).
◦♥◦KITE◦♥◦ Oct 16, 2012 @ 6:20pm 
I would skip the logos and just focus on the wear and some grime. When you reduce the size of the image make sure you are using a bicubic sharper, another thing to do is to us an unsharp mask filter, but be careful you can make the pixelation even worse.
Will T.TVR  [author] Oct 16, 2012 @ 5:50pm 
I'm currently having another go at the textures. I've gotten the backpack looking better now, with brush-strokes on the major parts, some metal wear on the power supply, biohazard icons on the bottles, and brand names on the power supply and vacuum (the vacuum had one earlier in the design process, but it ended up getting removed when the vent on the side was added as it occupied that area).

Unfortunately I can't get the details to look decent without keeping the texture 1024x1024 - 512x512 results in too much detail loss and everything appears badly pixelated. If anyone has any tips on retaining detail at that resolution, I'd appreciate it! I've tried shifting things around in the UV mapping to give the most space to objects that need details, but no matter how much I work with it, I can't seem to find a balance where everything gets the texture real estate it needs.
◦♥◦KITE◦♥◦ Oct 16, 2012 @ 3:07pm 
It looks like you are using one smoothing group, as MrMarioman said, comes off too much like a balloon. The texture is too clean, there needs to be some metal wear, and I think specular is off it seems to bright and too tight and does not read as metal! Like Gadget saidI think its in your phong
NerevarineKing.TVR Oct 16, 2012 @ 1:44pm 
Looks awesome!
Soraku Fett Oct 16, 2012 @ 12:17pm 
Did you know that the Actual in-game Medigun is supposed to be based off of a fire hose?
Gadget Oct 16, 2012 @ 10:04am 
The model seems good but the texture needs some work. It looks way to shiny/glossy. Try to tweak the phong settings. Also adding paint strokes to the texture and some hard edges to the mesh would improve your item. Keep it up, you're on the right track!
google_maps Oct 16, 2012 @ 8:13am 
need more detail
☭ Line-Up Dem ☭ Oct 16, 2012 @ 7:52am 
I like it. It's a bit shiny (like glass) but I like it. If you tone the shine down, perhaps add some odd text bits so we have an idea of what sort of things the Medic used to build this improvised medigun... well, that would be cake. (Like, I know you listed it, but think up some silly brand's and product names, then label those parts. The Nitrous should have like, gas warnings, right?
Pogo Oct 16, 2012 @ 4:45am 
I can't see any hard edges in your model, so the whole thing looks like a shiny marshmallow. You could do with a decent phong mask as well, though the entire texture needs some work as it's currently little more than base colours in most places
MrMarioman Oct 16, 2012 @ 2:42am 
Oversmoothened, looks as if it was blown up as a balloon.
sleepynerd420 Oct 16, 2012 @ 1:27am 
very cool