
For a while now, we’ve been adding items and hats to TF2 created by community members like you. Not only do these item-makers get to see their ideas come to life in TF2, but they've also received a split of their items' sales from the in-game store. That’s right, money.
The Steam Workshop now makes it easier than ever for you to submit finished 3D models of items and hats for a chance to have them accepted and incorporated to the actual game. To publish an item to the workshop for consideration, first read the FAQ below, then click the Steam Workshop button in the main menu of the game.
New to model making? The FAQ below is the best place to get started. If you have other ideas for the game, we encourage you to share them with the TF community in the TF2 forums.
Yes, we actually do read them.
Are you a model-maker but new to Team Fortress 2? Get the game for FREE on PC or Mac.
Disclaimer: Naturally, we will not accept items that contain offensive imagery or any copyrighted or trademarked material. So please, don’t waste your time.
Steam Workshop - Browse, rate and give feedback on community-made TF items
Source Developer wiki - Excellent Resource for model creation
Making of a Skull Hat - Hat tutorial by Valve artist Bay Raitt
A: Here are broad steps involved in making a 3D item:
A: Like this:
A: Search for “speed modeling” on YouTube and visit the source developer wiki. There are a lot of digital art communities online with great information. Here are a few that we like to visit.
A: This is a tricky question we grapple with daily. When we started, the game followed an idealized 1950’s-60’s Americana look. Nothing too modern, hyper-realistic or overly “cartoony”. 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.
A: It varies depending upon the project, but this is generally what we use:
A: First, you’ll need to install the Source Developer Kit (SDK).
A: Keep the polycount similar to what's already in the game. Try to keep hats under 1,000 polygons, and weapons under 6,500.
A: Texture sizes should not be larger than 512x512. For hats, 256x256 is usually large enough.
A: 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. Character textures are less noisy/detailed than everything else in the game. Character items/hats should match that style.
A: Download this zip file which contains the reference head geometry for all the classes on the right locations.
A: Use the itemtest wizard.
A: Since we tend to recompile items from the published source files, it's a good idea to use itemtest at first to setup all the directories and file locations. This makes it easier for us to review your item and increases its chance of getting in. Source power users should feel free to add additional .smd or .dmx files as well as edit the .qc and .vmt files as needed.
A: Chances are that it didn't meet one, or several, or possibly all of the guidelines listed below:
Remember: Except in specific no-go areas (obscenity or copyright infringement, for example), these are not hard and fast rules. They are guidelines. We may select an item that breaks one or several of these guidelines, simply because it's too awesome not to include. However, these guidelines do dictate our selection process. Following them can only help your chances of getting your item in the Mann Co. Store.