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Similar Deviations
The Scout model based on Fenomena's original image [link]

I know Fen's scout doesnt have the draw-string bag but i wasn't sure how it would affect the rig or any pre-existing animations if I didn't include it.
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A rebuild of the TF2 spy based on Fenomena's amazing pirate fortress pic [link]

So here it is, the last of the pirate conversion characters.

I'd like to go on record and say i hate spys and their backstabbing ways, although spyhunting is one of my favourite pass-times on TF2 so i can't hate them too much. :P

after bypassing the initial issue of the SDK model having broken painted weights, i cracked on with modelling his body without a hitch. It wasn't until i started modelling his wig that i noticed something seemed a little too familiar. And then it dawned on me that there was already a wig ingame.
I had 2 options; 1. use the magister's mullet and consider it another thing that doesn't need doing, or, 2. create an entirely different hat.

Using the pre-existing wig would have created more problems than it saved. i.e. using someone else's art, reskinning a hat with a skin that already exists etc. So i decided to give him a hat and a more "military" style wig underneath. This also lead me to remodel the rest of him so resemble more of a military dress style that the EITC guys were wearing in the 3rd pirates of the carribean movie as opposed to the more formal "lord" garments of Councillor Becket that Fen had orginally designed him with.

The UVs for the original Spy's head were distorted in a way that the majority of the texture was used for his eyes and mouth and the rest of his head was pretty much swatched. This ment that he had to have completely different UVs for his head after i had removed the mask and added proper ears and so forth. Not having a complete pre-existing face texture to build from wasnt really fun at all, so I had to hack up face textures from the other models and build upon that. He still has the original spy eyes and mouth but the rest is an amalgamation.

Its possible that my Star Trek movie marathon, that was playing whilst i was finishing off the head, inspired me to give him a "Jean-Luc" style hair cut :P
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Heres the Sniper for the mod im working on thats based on Fenomena's artwork [link]

This one was giving me trouble right from the start. The more i added; the more he looked like a flamenco dancer but once i got his hat and glasses back on everything started to fall into place.

His sabre is temporarily tucked loosely in a belt until i figure out what issues will crop up if i decide to make him use it as his melee weapon. If i can get the hilt to dissapear correctly then ill build him a propper scabbard and baldric.

Also the occlusion thats baked into the texture is alot stonger than the previous models to get the folds to pop out. I think i might go back to the others and strengthen up theirs aswell
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So heres the Soldier character model for my mod based on Fenomena's awesome art [link]

First of all, sorry for taking so long with this one guys, its a bit difficult to find time to work on it atm

The spade-for-a-hand thing, i thought and thought about this over and over again. Yes, it would be cool to implement it, but in the end, it would probably cause way more problems with animations than what its worth. Plus i would hate to model it now and have to remove it at a later stage.

I added the leg irons to add a bit of detail to his feet.

Im tempted to give him a bit of chest hair. But his textures are already quite heavily painted and i dont want to deviate from the TF2 style too much
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A rebuild of the TF2 engineer based on Fenomena's amazing pirate fortress pic [link]

Ok, so Skyrim is all done and dusted, so i thought i would crack on with this mod.

As Fen's engie doesnt have anything in regards to big new flashy piratey gear, i decided to blow a few polys making his apron and shirt stand out like it does in the artwork.

Theres not much really to say about the creation of the engie, im happy the way he turned out. Oh, i wasnt too sure whether it would work with the glasses as the original model doesnt have any geometry behind his goggles. This might look strange later on as there might not be enough movement around the eyes from the facial blendshapes/animations. So i created an alternate head with goggles closer to the original.
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Sorry i havnt posted any progress in a while, iv'e been struggling to find any time for myself recently

The Medic was a bit of a pain in the arse to get right. The model seems like its either from a previous range of character models that didnt need updating or it could have something to do with the extra polys in the backpack possibly blowing the budget for older spec machines. The textures have considerably more detail painted in as opposed to modelled creases that the lighting engine can pick out.

This lead me to keep revising the contrast of the detail in the textures to the point where it was driving me nuts. The final gather has washed it out a bit in the renders but hopefully it will look ok once its in the game engine.

I decided in the end (after countless models) to go with a barreled rum dispenser for a piratey medipack

EDIT; Inspiration for this remodel is from Fenomena's amazing Pirate Fortress 2 pic [link]
sorry Fen i thought i had covered it in this wall of text somewhere :)
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The first pic of a work in progress for a Team Fortress 2 mod inspired by Fenomena's "Pirate Fortress 2". Hes not quite finished yet as he still needs a touch up here and there aswell as alteration to the mesh
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Heres the rebuilt Pyro for the mod inspired by Fenomena's Pirate fortress 2

Shown next to Valve's original. Ive kept certain features from the original such as the position and size of the eye lenses and bent his "beak" down a bit, as to keep the sullen apperance of the gasmask

im sure he'll feel at home when hes W+M1ing around just like his predecessor
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A close up of the Pyro
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Another closer shot of the Heavy
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