{"id":2827,"date":"2020-03-30T08:11:46","date_gmt":"2020-03-30T05:11:46","guid":{"rendered":"http:\/\/plus48.ru\/?p=2827"},"modified":"2020-03-30T08:11:46","modified_gmt":"2020-03-30T05:11:46","slug":"gde-nahodyatsya-predmety-iz-masterskoj-steam","status":"publish","type":"post","link":"https:\/\/plus48.ru\/vse-stati\/gde-nahodyatsya-predmety-iz-masterskoj-steam.html","title":{"rendered":"\u0413\u0434\u0435 \u043d\u0430\u0445\u043e\u0434\u044f\u0442\u0441\u044f \u043f\u0440\u0435\u0434\u043c\u0435\u0442\u044b \u0438\u0437 \u043c\u0430\u0441\u0442\u0435\u0440\u0441\u043a\u043e\u0439 steam"},"content":{"rendered":"
Here are broad steps involved in making a 3D item:<\/p>\n
It varies depending upon the project, but this is generally what we use:<\/p>\n
Search for \u201cspeed modeling\u201d on YouTube and visit the source developer wiki. There are a lot of digital art communities online with great information. Here are a couple that we like to visit:<\/p>\n
First, you\u2019ll need to install the Source Developer Kit (SDK).<\/p>\n
Keep the polycount similar to what’s already in the game. Try to keep hats under 800 polygons, and weapons under 8,000.<\/p>\n
Texture sizes should not be larger than 512×512. For hats, 256×256 is usually large enough.<\/p>\n
Use the itemtest wizard.<\/p>\n
Download this zip file which contains the .obj files and textures for all the TF classes.<\/p>\n
Maintain the same texture density of other models in the world (Nothing higher res or lower res than what’s next to it. For hats, maintain team colors, if not – neutral colors (see color swatch below.) Character textures are less noisy\/detailed than everything else in the game. Character items\/hats should match that style.<\/p>