hello, I'm superZ61 and I'm new to modeling and I have some questions as the title may suggest I need help in modeling in TF2, I'm making a weapons pack (to upload to the steam workshop) and I have the drawings, the ideas and a couple base models (things that I can expand upon) for all of this, but I'm stuck I don't know how to unwrap it so I can texture it, and I don't have any idea on how to fully finish modeling the item.
I need help in
- editing the item so it can look old and worn
- exporting the item
- texturing the item
- and making everything stuck together
I'm working in 3DS max just if you forgot if pictures are needed for context of what I'm making I'll be happy to provide
Replies
wiki.polycount.com/TeamFortress2 (some out dated info but contains these two nuggets)
http://www.polycount.com/forum/showthread.php?t=73559 (TF2 Style materials)
http://www.polycount.com/forum/showthread.php?t=71324 (Making of TF2 Wood discussion)
Posting the model at each phase will help you get feedback if you're starting out and not sure if you've been successful or aren't sure of how to proceed. This give people a better chance to respond to less broad questions and focus a bit more easily on helping in one or two areas. But you shouldn't rely on the feedback, it can be inconsistent and sometimes counter productive, causing you to chase your tail making tiny changes that really don't mean anything significant. You really need to use observation and you critical artistic eye to distill the changes you need to make. There are guides around for this. They overhauled the process since the last time I used it so I'm not in the loop but even poking around casually I found this which looks to cover quite a bit.
http://www.teamfortress.com/workshop/
http://www.teamfortress.com/post.php?id=6483
It looks like they've made the compile process even easier now all you need are .obj and .tga. You will want to read up on how to use "ItemTest". If only they had this 2-3 years ago... Source might not have left such a bad taste in my mouth.
Depending on the item there are a few techniques. Most TF2 materials are pretty simple. A little Ambient Occlusion maybe a normal map baked from a higher poly model (most often not needed) and some simple colors painted with broad strokes. There are guides available on the TF2 site and in the polycount wiki that will help to read before ever laying down any pixels. See the links at the top as well as do some searching there are a lot of resouces out there to help, maybe more than any other game released.
Do you mean binding it to a skeleton or do you mean visually sticking together?
like binding all of the models together