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Actually with my workflow rigging isn't typically that huge a deal... Took about a day of clean up on all the vests to get everything working... Plus this item is a vest... And sleeves have always been the rigging hassle for chest cosmetics... And this item doesn't have sleeves so yeah that made things easier!
... But really the hard bit was actually the UV layout and texturing of all the unique pieces. I shit you not I had to take a whole day just laying out UVs and battle planning how to make the vest texture Generic enough so it looks good on all the dudes with their drastically different body shapes.
Then I wouldn't be questionablyinsane... I'd be ALL insane... :P
Jokes aside if this was a straight multiclass cosmetic then sure... I could figure out how to fit this item on all the dudes... But I'd want to push that whole "unique" aspect of it... So like maybe a soot covered Pyro vest? a Survivalist vest for Soldier and then maybe a DJ looking Demomann... Problem is that adding unique accessories require unique textures... and I only have so much texture space to work with... Yeah I could shrink down all the bits I have already so I can fit more stuff on the textures... But then ALL the unique textures would get more blurry...
So long story short: Technical reasons keep me from going further with the idea... Also just time. I had to get this submitted before Smissmas... Making more versions would have added a couple more weeks in making this...
Good work on the multiclassing variants, it's interesting to read how the trick works.
Just one nitpick: I personally don't like the Engineer's poncho using Value of Teamwork red while the shirt is the default Team Spirit red. I feel it clashes. The poncho's rim pattern should be sufficient to provide a visual border between poncho and shirt even if both used Team Spirit.
Yeah I'm writing that one off as "not going to happen"... But I learned a ton of stuff when I multiclassed that jacket that lead to this item going so well. Namely how to avoid bad texture stretching...
But with that said, Keep your eyes out bud. In a few days I'm hoping to have a bitching aviator set for the Soldier out. :)
But yeah it's very tricky managing texture space... Also because of texture management there come's a limit on how far you can push this before you run out of texture space for more character... Almost made a DJ Demoman variant of this vest... But I can only be so masocistic to myself...
With pain and booze. :P
Nah. You can have 2 materials for workshop items. Each can have 1 512x512 texture... So with clever management of materials you can have two 512x512 resolution textures... So I have one material assigned to the vest and then one material assigned to the rest of the stuff... Then through very careful UVing and texturing I manage to squeeze all the extra stuff's textures all on one... Then it's just a case of each model picking and choosing what part of the texture to use... Like the Engie and the Sniper share bits of the same button up texture.... You might like a peek at the two textures... Gimme a sec.
https://i.imgur.com/9BX6Qb4.png
So yeah this is a denim vest that fits scout, sniper, Engineer, and Heavy. But they all have their unique shirts/ accessories to go with the vest... So when the Sniper wears the vest he also wears an untucked shirt, and crocodile tooth necklace. When the Scout wears it he wears a striped sweater and pins with the vest... When the Engie wears it he wears a poncho over it... When Heavy wears it he wears spiked bracelets and a t-shirt with and a patch on the back...
But yeah... To be clear: They only wear it "Their way" so it's not a styles thing... You can't pick a style where the Sniper is wearing a poncho... Or a striped sweater... Just his unique way... Think of it as 4 different shirt for 4 characters... But it only counts as 1 item because they all share the vest.