I also gave a metallic color to the medic badge to give it metallic appearance. In my case I’ve made 2 different textures, one for each team, but you can use one for both if you don't want any team-based differences. It's important to blend the ambient occlusion map with the base UV map. Time to move to your selected graphic editor software (I’ll use Photoshop) and start working on the textures.Īt this point we can edit the texture of our item as much as we want.įor this, you can take advantage of the color chart on the provided resource pack, which contains a TF2-fitting color palette. Well, I’ve unwrapped my model and baked the ambient occlusion (Pretty fast and roughly for the sake of making the guide) Normal map: Used to give bump and physical texture, based on lightning, to our item without adding polygons.Alpha map: Used for transparency, self-illuminations or masking parts for paintable items.You can add an alpha channel in case you want to make your item partially paintable. Base color: Includes the base texture (Colors, patterns.) and the ambient oclussion. Here is a list of the different type of maps we can use: This process is different depending on which 3D software you are using, in my case, I did use the UV Edit tool of Bodypaint in Cinema4D.įor TF2 items, all textures must be 512x512px, except for the alpha map (Used for self-illumination, paintable items, transparencies.) which must be half the size (256x256px). We also need to bake the ambient occlusion map of the model, which contains informatión about our model shadows and highlights. UV Unwrapping is the process of "peeling" and projecting a model into a 2D image in order to map the textures on top of it. In order to texturize our model, first we have to unwrap it's UVs. If you want to make your item all-class, you have to make a different model for each class. When our model is done, it’s time to move to the next step, texturizing. If you model got more than that, but less of 1300-1400, you can reduce them OR make LODs (LODs, or Level Of Detail are low-poly versions of your items which will show when the player/camera is far from the item)įor instance, if your item has 1200 polygons, you can make your first LOD with 950 polys and the next one with the 700 polygons the importer requires. Well, here we got to pay attention, TF2 doesn’t accept items with a polycount higher than 700 polygons. Next screenshot shows my item modeled, it’s a beret with the medic logo on the front. I don’t asking your grandparents will help at this point, I don't think they know so much about digital modeling. Of course I can’t teach you 3D modeling in this guide so if anyone reading this doesn’t know how to, it’s a good time to start working on it choose a software and start learning. So first thing we have to do here is import our reference (Medic head in my case) into our program.Īfter that, we will start to model our item. We have to model our item in our 3D modeling software (For this guide I used Cinema 4D), for this, you can take advantage of the body/head models of the pack I provided you as a reference/starting point for making your item over them (For the correct size, rotation, etc.). I also recommend to see some other great guides, like HellJumper’s one, which helped me a lot, or Swizzle’s.Īnd don’t forget to make backups during the process, this will help you to recover a previous versions if needed, or help in case of software crashes, power outages, or if we forget to save the progress. I also included GCFScape and MDL Decompiler for decompiling another game models if you need to, Blender(Blender is on Steam nowadays so you might want to use it from there) (For Rigging) and SMDTools for Blender (Import/Export SMD files NEEDED).ĭownload the pack here! [(If you happen to miss something in this pack, make sure to leave a comment down below!) I provide you a link to a RAR file download (~78Mb) that contains a pack of useful things I’ve collected and/or created for this guide: body and head models, logos, color charts, etc. I recommend to read the entire guide, without skipping any steps. Maybe this is not the best guide on explaining the whys and the hows of every part of the process, but I think it's friendly enough to understand the method for getting your first item in the Steam Workshop. In this guide I will try to explain the process of creating TF2 items for the Steam Workshop with Gold Star. Hi there! First of all, I must apologize if there is any spelling or grammar mistake, English is not my main language, and I’ll try to write this guide while paying more attention to the content than the way I’m writing it.
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