Team Fortress 2

Team Fortress 2

La Pêche
19 Comments
Snеk  [author] 29 Mar, 2021 @ 8:41am 
Thx m8
404_coffee.exe 28 Mar, 2021 @ 7:46am 
I hope it really gets added into the game
Shakes 20 May, 2018 @ 3:34pm 
You've got some smoothing errors on the model, like towards the end of the barrel and on the trigger guard. Maybe add some texture variation like Pixenal suggested. Looks good for the most part, though.
cheddar 17 May, 2018 @ 7:48pm 
For a second I thought this was a melted gun, due to how shiny it is
Fragment 15 May, 2018 @ 4:30am 
I found that my spoon misses a skeleton. Well, that cost me entire yesterday evening to figure that out.
Fragment 15 May, 2018 @ 4:22am 
Thank you and thanks again for the video too.
Snеk  [author] 15 May, 2018 @ 2:03am 
It's a weapon on it's own and not replacement like mods. You put custom models into custom folder and materials into mateirals, then you copy way to custom folder with weapon you like to test, launch TF2 and in console type "map itemtest". When map is loaded in console again you type "itemtest" and it brings menu and in that menu select class, input the way you copied of your custom weapon folder and then choose weapon you want to replace accordingly. Basicly I followed mostly this to create model and compile it, but it's basics.
Fragment 14 May, 2018 @ 3:26pm 
I really want to know if you did test this model ingame and how did you replace a certain weapon with this model. When I compile my melee weapon model and rename it accordingly, it still doesn't replace the weapon I want.
Snеk  [author] 14 May, 2018 @ 11:00am 
Except festive one...oh welp gotta think about it. Color scheme of the body and cylinder would likely to stay in darker tones, while grip needs more work on it
zombie sparkledog what!!!! 14 May, 2018 @ 10:53am 
Maybe you could try going for a lighter barrel instead of handle, if you like the the current handle design? That's kinda also what the Ambassador does, swapping the relative light and dark areas.
Snеk  [author] 14 May, 2018 @ 10:19am 
Yeah...Umbrella Man (Textures m8) still saying kinda same thing about grip, kek. He thinks it looks like melted ice-cream with chocolate flavor. (or something like that :Rubber_Duck:) Welp...the whole grip pattern was supposed to be inspired by "Ambassador", but darker.
I guess different alternative would be better indeed...
zombie sparkledog what!!!! 14 May, 2018 @ 3:31am 
I think you should change the finish on the handle to be more greyscaled, or alter it in some other way. If you look at all of the stock weapons in TF2, they generally fit black and white colour schemes to stand out against the colours of the characters and to be easily recognizable. You can also see that the stock Revolver used to have a wooden handle but this was changed to white to contrast more with the rest of it and to make it stand out more.
I don't think this runs the risk of being confused too badly, because the shape is quite a lot different. Love the wing-style barrel going on.
Snеk  [author] 14 May, 2018 @ 1:20am 
Thanks a lot m8 ^^
We gonna give it a try for sure and add some of mentioned stuff. (Only normal map there with basic textures atm)
Pixenal 14 May, 2018 @ 1:06am 
Also consider adding some subtle colour variation to the metal and some edge highlights, instead of using a solid colour, and don't forget to use a phong mask if you arn't already.

I'd suggest giving this a read as well, its a guide to texturing for TF2, I've found it very helpful :)
http://polycount.com/discussion/73559/texturing-for-team-fortress-2-a-short-guide
Pixenal 14 May, 2018 @ 12:56am 
Cool concept though
Pixenal 14 May, 2018 @ 12:55am 
Needs some more sharp edges, its got some weird shading going on. Also the handle is very visually noisy, I'd suggest spending some time refining the shape and texture, same with the leaf decal at the front, probably doesn't need a normal map, I'd stick to just an ambient occlusion map (which the gun doesn't appear to have at the moment, and if it does you deffinatly need to bump up the intensity of it.)
Fiddle0131 12 May, 2018 @ 8:23pm 
HOLY SHIT THIS IS AWESOME
Snеk  [author] 12 May, 2018 @ 4:13pm 
Pardon me french, still learning it. We wanted to use "Escape artist" as workshop name, but at the last minute noticed, that name already used for neat spy knife, so decided to improvise. Thanks for correction mate, we will fix it in next "update" along with adding more pictures of the weapon and etc. Gun is playable, but tbh it's 95% finished from polished product atm
Brolunite 12 May, 2018 @ 3:25pm 
The name is incorrect, it should either be "Échappée d'Artiste" (which roughly translates to "Artist's Escape") or "Artiste de l'Échappatoire" / "Artiste de la Fuite" (translates to "Escape Artist"). Otherwise, the model's pretty neat.