

Source power users should feel free to add additional. This makes it easier for us to review your item and increases its chance of getting in. Q: I know how to work with source, do I have to use itemtest?Ī: 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. Q: Where can I get the models of the existing characters so I can build my item in context?Ī: Download this zip file which contains the reference head geometry for all the classes on the right locations. Character items/hats should match that style. Character textures are less noisy/detailed than everything else in the game. For hats, maintain team colors, if not - neutral colors. For hats, 256x256 is usually large enough.Ī: Maintain the same texture density of other models in the world (Nothing higher res or lower res than what's next to it. Q: What resolution should my textures be?Ī: Texture sizes should not be larger than 512x512. Try to keep hats under 1,000 polygons, and weapons under 6,500. Q: What are the polycount limits on my item?Ī: Keep the polycount similar to what's already in the game.

Q: I am a 3D artist, how do I get started?Ī: First, you’ll need to install the Source Developer Kit (SDK). XSI (models, textures, skeletons, morphs, animation).3DS-Max (models, textures, skeletons, morphs, animation).Zbrush (detail models, morphs and textures).Maya (models, textures, skeletons, morphs, animation).Q: What software tool should I use to make my item?Ī: It varies depending upon the project, but this is generally what workshop contributors use: Use a subtle vertical gradient and a subtle ambient occlusion layers multiplied over the colors.Try and avoid full black, full white, or fully saturated colors. Try and use flat colors that are close to the TF color family that the base game uses.Take a look at giant size of the TF characters hands and imagine what they would build.

No scales, skin pores, fabric textures, super detailed normals, etc.
