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3DS Max TF2 modeling help

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

  • Mark Dygert
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    superZ61 wrote: »
    • editing the item so it can look old and worn
    That is a pretty broad question with a lot of techniques not only do you need to nail old and worn but you need to nail the TF2 style. That often comes through in the modeling and in the textures. Depending on what the objects are made out of there are quite a few techniques that can be applied. For the most part TF2 materials are pretty straight forward, some Ambient Occlusion some large broad brush strokes and you're done.
    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.
    superZ61 wrote: »
    • exporting the item
    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.
    superZ61 wrote: »
    • texturing the item
    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.
    superZ61 wrote: »
    • and making everything stuck together
    Do you mean binding it to a skeleton or do you mean visually sticking together?
  • superZ61
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    Do you mean binding it to a skeleton or do you mean visually sticking together?

    like binding all of the models together
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