
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:

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.
