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Team Fortress 2 - How to make an item.
Team Fortress 2 - How to make an item.
I actually had an idea for a few items but I can't 3d model anyone want to help a gal out? I can ubunifu things just not 3d model.
maneno muhimu: idea, of, mine
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I remember visiting this website once...
It was called Team Fortress 2 - Steam Workshop Instructions
Here's some stuff I remembered seeing:
For a while now, we’ve been adding items and hats to TF2 created by community members like you. Not only do these item-makers get to see their ideas come to life in TF2, but they\'ve also received a split of their items\' sales from the in-game store. That’s right, money.
The Steam Workshop now makes it easier than ever for you to submit finished 3D models of items and hats for a chance to have them accepted and incorporated to the actual game. To publish an item to the workshop for consideration, first read the FAQ below, then click the Steam Workshop button in the main menu of the game.
New to model making? The FAQ below is the best place to get started. If you have other ideas for the game, we encourage you to share them with the TF community in the TF2 forums.
Are you a model-maker but new to Team Fortress 2? Get the game for FREE on PC or Mac.
Steam Workshop - Browse, rate and give feedback on community-made TF items
Source Developer wiki - Excellent Resource for model creation
Making of a Skull Hat - Hat tutorial by Valve artist Bay Raitt
A: Here are broad steps involved in making a 3D item:
Concept: Come up with a good idea in words. Trust us, this is the hardest part.
Design: Draw in 2D or 3D what it will actually look like.
Model: Using a 3D program, create the clean polygon model that will actually be in the game.
Pelt: Unwrap the 3D model like a bearskin rug (UVs) so you can texture map it.
Paint: Using your UVs as a guide, pick a color. Paint a color. Repeat.
Compile: Use itemtest and don’t forget to make an LOD!
Test: Load the itemtest map and look at your item on the character.
You create an item that meets the submission requirements.
You test your item using the in-game \'itemtest\' map.
You publish your item to the Steam Workshop through the in-game item publishing tool.
We review your item and potentially select it to be added to the game.
If selected we contact you then integrate the item into Team Fortress 2.
We add it to the game and split the money your item generates in the Mann Co. store with you.
Q: Where can I find good tutorials to learn 3D modeling?
A: Search for “speed modeling” on YouTube and visit the source developer wiki. There are a lot of digital art communities online with great information. Here are a few that we like to visit.
Q: What are some guidelines for matching TF2’s art style and improving the chances of my item getting in?
A: This is a tricky question we grapple with daily. When we started, the game followed an idealized 1950’s-60’s Americana look. Nothing too modern, hyper-realistic or overly “cartoony”. Clearly the art style has evolved over the years, but here are some guidelines that you should keep in mind as you create your items.
Hats should maintain the personality of the character (heavy\'s boxing Gloves, Scout\'s batter\'s helmet, etc.)
TF generally has realistic proportions, with slightly exaggerated aspects to emphasize certain areas.
Try and avoid fine surface details. No scales, skin pores, fabric textures, super detailed normals, etc. Take a look at giant size of the TF characters hands and imagine what they would build.
Try and use flat colors that are close to the TF color family that the base game uses. Try and avoid full black, full white, or fully saturated colors.
Use a subtle vertical gradient and a subtle ambient occlusion layers multiplied over the colors.
Q: What software tool should I use to make my item?
A: It varies depending upon the project, but this is generally what we use:
Maya (models, textures, skeletons, morphs, animation)
3DS-Max (models, textures, skeletons, morphs, animation)
A: First, you’ll need to install the Source Developer Kit (SDK).
A: Keep the polycount similar to what\'s already in the game. Try to keep hats under 1,000 polygons, and weapons under 6,500.
A: Texture sizes should not be larger than 512x512. For hats, 256x256 is usually large enough.
A: Maintain the same texture density of other models in the world (Nothing higher res or lower res than what\'s next to it. For hats, maintain team colors, if not - neutral colors. Character textures are less noisy/detailed than everything else in the game. Character items/hats should match that style.
Q: Where can I get the models of the existing characters so I can build my item in context?
A: Download this zip file which contains the reference head geometry for all the classes on the right locations.
Q: I\'ve made an .obj file and .tga, how do I test them in game?
Q: I know how to work with source, do I have to use itemtest?
A: Since we tend to recompile items from the published source files, it\'s a good idea to use itemtest at first to setup all the directories and file locations. This makes it easier for us to review your item and increases its chance of getting in. Source power users should feel free to add additional .smd or .dmx files as well as edit the .qc and .vmt files as needed.
A: Chances are that it didn\'t meet one, or several, or possibly all of the guidelines listed below:
Obscenity: We will automatically reject any obscene items. (Don\'t even bother.)
Overall Tone: We may reject an item if we feel it deviates too far from the tone of TF, either by being too cartoony or too photorealistic.
Gameplay: TF\'s characters have distinctive silhouettes that help a player differentiate between classes in the heat of battle. Consequently, we tend to avoid items that overtly obscure or confuse these silhouettes.
Noisy Details: We tend to reject items that utilize a lot of fine surface details (scales, skin pores, fabric textures, super-detailed normals, etc.). We prefer items that utilize flat colors that are close to the TF color family used by the base game. Items that are fully black, fully white, or fully saturated tend to read poorly and clash with the game environment. Most TF items use a subtle vertical gradient with a subtle ambient occlusion layer multiplied over the top of the colors.
Technical limitations: Items that require changes in character clothing or facial animation might be considered too costly to produce. Note: This does not mean that we will
always refuse an item based on technical complexity. But nine times out of ten, it probably isn\'t helping your case.
The Team Fortress Merchandise workshop will be a pathway for the Team Fortress community to submit merchandise designs to be considered for production and sale at The Valve Store, WeLoveFine.com, and other brick-and-mortar retailers.
The Team Fortress Merchandise workshop operates in a similar manner to the current Steam Workshop. A) Users will upload merchandise designs in .jpeg, .psd, or .ai format. B) Once uploaded, these will then be up-voted, down-voted, and commented on by the Steam community. C) Valve will periodically review top up-voted designs for production and distribution by WeLoveFine. D) WeLoveFine will then contact the creator of the design to sign a licensing agreement to use their designs for merchandise production and distribution.
We want to give the Team Fortress community an opportunity to see their designs and concepts become a reality. As with other workshops, the success of a contributor’s design will be dependent on the community’s participation and feedback, so please make sure your voice is heard.
Q. Where will I be able to purchase merchandise approved through Team Fortress Merchandise workshop?
Team Fortress Merchandise designs that have been A) up-voted by the community and B) approved by Valve for production will be available for purchase in three potential areas:
Q. When will I be able to purchase merchandise approved through the Team Fortress Merchandise workshop?
Team Fortress Merchandise will be made available for purchase once it has been up-voted by the Workshop community and vetted for production by Valve.
Since you will be entering into a licensing agreement directly with WeLoveFine, WeLoveFine (not Valve) will pay you royalties on merchandise sales using your designs. The licensing agreement you enter into will include, amongst other items, the royalty percentage, reporting and frequency of payments. WeLoveFine may require you to provide other information prior to getting paid such as tax forms and banking information.
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