![]() We may select an item that breaks one or several of these guidelines, simply because it's too awesome not to include. Remember: Except in specific no-go areas (obscenity or copyright infringement, for example), these are not hard and fast rules. But nine times out of ten, it probably isn't helping your case. Note: This does not mean that we will always refuse an item based on technical complexity. Technical limitations: Items that require changes in character clothing or facial animation might be considered too costly to produce.Most TF items use a subtle vertical gradient with a subtle ambient occlusion layer multiplied over the top of the colors. Items that are fully black, fully white, or fully saturated tend to read poorly and clash with the game environment. We prefer items that utilize flat colors that are close to the TF color family used by the base game. Noisy Details: We tend to reject items that utilize a lot of fine surface details (scales, skin pores, fabric textures, super-detailed normals, etc.).Consequently, we tend to avoid items that overtly obscure or confuse these silhouettes. Gameplay: TF's characters have distinctive silhouettes that help a player differentiate between classes in the heat of battle.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. ![]() We will automatically reject any items based on existing intellectual property. We can't and won't put other people's intellectual property in our game, for the simple reason that we don't own it. Copyright infringement: Even if you made the model yourself, if you used an existing likeness, it’s copyright infringement.Obscenity: We will automatically reject any obscene items.vmt files as needed.Ī: Chances are that it didn't meet one, or several, or possibly all of the guidelines listed below: 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. TF generally has realistic proportions, with slightly exaggerated aspects to emphasize certain areas.Hats should maintain the personality of the character (heavy's boxing Gloves, Scout's batter's helmet, etc.).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. Nothing too modern, hyper-realistic or overly “cartoony”. When we started, the game followed an idealized 1950’s-60’s Americana look. Q: What are some guidelines for matching TF2’s art style and improving the chances of my item getting in?Ī: This is a tricky question we grapple with daily. There are a lot of digital art communities online with great information. Q: Where can I find good tutorials to learn 3D modeling?Ī: Search for “speed modeling” on YouTube and visit the source developer wiki.
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