{"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":"
<\/div>\n

\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<\/h1>\n

The Steam Workshop<\/h2>\n

What are the steps to making an item?<\/h4>\n

Here are broad steps involved in making a 3D item:<\/p>\n

    \n
  1. Concept: Come up with a good idea in words. Trust us, this is the hardest part.<\/li>\n
  2. Design: Draw in 2D or 3D what it will actually look like.<\/li>\n
  3. Model: Using a 3D program, create the clean polygon model that will actually be in the game.<\/li>\n
  4. Pelt: Unwrap the 3D model like a bearskin rug (UVs) so you can texture map it.<\/li>\n
  5. Paint: Using your UVs as a guide, pick a color. Paint a color. Repeat.<\/li>\n
  6. Skin: Bind the model to a joint for articulation.<\/li>\n
  7. Compile: Use itemtest and don\u2019t forget to make an LOD!<\/li>\n
  8. Test: Load the itemtest map and look at your item on the character.<\/li>\n
  9. Publish: Upload it to the steam workshop!<\/li>\n<\/ol>\n

    How does the item publishing process work?<\/h4>\n
      \n
    1. You create an item that meets the submssion requirements.<\/li>\n
    2. You test your item using the in-game ‘itemtest’ map.<\/li>\n
    3. You publish your item to the Steam Workshop through the in-game item publishing tool.<\/li>\n
    4. We review your item and potentially select it to be added to the game.<\/li>\n
    5. If selected we contact you then integrate the item into Team Fortress 2.<\/li>\n
    6. We test your item.<\/li>\n
    7. We add it to the game and split the money your item generates in the Mann Co. store with you.<\/li>\n<\/ol>\n

      What software tool should I use to make my item?<\/h4>\n

      It varies depending upon the project, but this is generally what we use:<\/p>\n

        \n
      • Maya (models, textures, skeletons, morphs, animation)<\/li>\n
      • Photoshop (textures)<\/li>\n
      • Zbrush (detail models, morphs and textures)<\/li>\n
      • 3Dcoat (models and textures)<\/li>\n
      • Mudbox (models and textures)<\/li>\n
      • Wings3D (models only, but it\u2019s free)<\/li>\n
      • Modo (models and textures)<\/li>\n
      • 3DS-Max (models, textures, skeletons, morphs, animation)<\/li>\n
      • XSI (models, textures, skeletons, morphs, animation))<\/li>\n<\/ul>\n

        Where can I find good tutorials to learn 3D modeling?<\/h4>\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

        I am a 3D artist, how do I get started?<\/h4>\n

        First, you\u2019ll need to install the Source Developer Kit (SDK).<\/p>\n

        What are the polycount limits on my items?<\/h4>\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

        What resolution should my textures be?<\/h4>\n

        Texture sizes should not be larger than 512×512. For hats, 256×256 is usually large enough.<\/p>\n

        I’ve made an .obj file and .tga, how do I test them in game?<\/h4>\n

        Use the itemtest wizard.<\/p>\n

        Where can I get the models of the existing characters so I can build my item in context?<\/h4>\n

        Download this zip file which contains the .obj files and textures for all the TF classes.<\/p>\n

        Any tips on creating textures?<\/h4>\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>