Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
3) Color-wise, this will look very out of place on the red team. The only real way to circumvent this issue (with this concept) would be to make a team variant using a color more appropriate for the red team. On larger weapon models (minigun, black box, etc), this skin could negatively affect team identification (i.e. liquid asset, frozen aurora, certain variations of macaw masked).
Concept wise, this is cool. Definitely a good candidate for a scream fortress warpaint. The custom wear is a very nice addition, glad to see more people opting to use that.
Now on to critiques-
1) Fine details like small fish scales/crocodile skin do not translate well into the game. With anything other than ultra-high settings, a busy primary texture will become a fuzzy and blurry mess (see Snow Globalization). Hair, fur, scales, intricate patterns, etc. also look busy against the backdrop of TF2 if they don't get mired by game settings, not to mention ultra fine textures don't exist within TF2 at all. They'd look out of place. I'd recommend scaling the fish-scale/crocodile skin texture up so you can better see the individual scales, and thicken the lines work to help them pop out from the base color.