

"Next, I compiled the model and tested it out in-game by using the item test map" (I had to rebake the ambient occlusion layer because I'd moved the screws.) When I was happy, I then merged these changes back onto the model in 3D. This let me ignore the polygons and make broad changes with a Brush Tool without having to worry about the 3D scene complexity. "Back in Blender, I turned off all the lights in the 3D viewport so I could see how my unlit texture was looking on the model while simultaneously painting it in Photoshop."Īt this point, I took a screenshot of the gun in the 3D viewport and did a Photoshop paintover. Any part of the ambient occlusion layer that was white then became transparent." I then set the ambient occlusion layer to "Multiply" so that it only darkened my color layer underneath. "I then lasso-selected those same regions in Photoshop and created a layer underneath the ambient occlusion layer. "Using 's concept art as a guide, I selected the regions of the 3D model that I wanted to be darkened."

"Now I was ready to start painting the color texture map." "Before moving over to Photoshop, I baked the ambient occlusion lighting into the texture so I'd be able to tell which parts were which." "With all the pieces complete, I created a flattened UV layout so that I could paint directly onto the model in Photoshop." "Next, I added a cylinder to create the barrel grip and the mount." "I decided to add some smaller details the same way." (Doing a little edge work before extruding can save a lot of time.)" "I did a little prep work on the facet of the grip padding before extruding it, so I wouldn't have to tweak all the new extruded vertices. "It's easier to build half a model and then mirror across the centerline than it is to build the whole thing." "I repeated this process to complete the rest of the trigger assembly." "Next, each part got extruded and adjusted for thickness." Each 'part' started out as a flat polygon that I traced over the concept art on an image plane." "Since I wanted the gun to feel like it was assembled from parts in the TF2niverse, I decided to make each piece separately. Luckily, I found an importer that brings Valve game assets into Blender (an open source 3D modeling tool), so I could load the Pyro’s existing flare gun up next to mine." "Since I was hoping the gun would get accepted into TF2, I wanted it to match the size, style and polycount of the existing items for the Pyro.

"Next, I created an image plane with the concept art on it and placed a cylinder primitive over it." "I started out with this excellent concept sketch from my fellow Steam Workshop contributor Volunteered to talk you through exactly how he does it in his own words, tracking the progress of a pretty sweet Pyro gun he made called the Scorch Shot. How a Gun Gets Made JCommunity Creator and TF TeamĪ lot of you have been asking how all those nifty weapons get made for TF2.
