Source SDK

From Maya to Source Engine: Creating a Game Ready Team Fortress 2 Hat


Today we've got an exciting new tutorial for all you Team Fortress 2 fans and Mod enthusiasts where you'll learn how to Model, Sculpt, Retopo, UVMap, Texture and Bake your very own 'Americana' inspired hat for use in TF2 using Maya, ZBrush, Nex, xNormal and Photoshop.

Shaun Keenan will take you through each stage of the process in detail and show you just what it takes to create a hilarious looking in game asset worthy of TF2's unique style. You'll also learn how to correctly compile the hat for use in the Source Engine and how to upload and publish it to Valve's Steam Workshop.

Note: To complete this tutorial you must own a copy of Team Fortress 2 for PC!

Additional Files/ Plugins:


Video 1: Blocking the Base Mesh in Maya

Video 2: Sculpting in ZBrush

Video 3: Hat Re-topology in Maya using Nex

Video 4: UVMapping

Video 5: Texturing

Video 6: Compiling for the Steam Workshop & TF2

Use the links below to download this tutorial for offline viewing.

We’ve published a few related tutorials you might also be interested in:

Related Posts
  • 3D & Motion Graphics
    Modeling Tips & Tricks: Dynamesh & ZRemesherZbrush tips tricks 2 retina
    In this tutorial, professional artist Shaun Keenan will show you the methods he uses to quickly concept and model characters using ZBrush, specifically the benefits of using Dynamesh and ZRemesher. You'll begin by creating a simple base sphere in ZBrush, and then quickly use Dynamesh to block out a base mesh for a Manatee. Shaun will show you how a combination of Dynamesh and ZRemesher can be used to quickly create clean and usable quad-based topology ideal for sculpting.Read More…
  • 3D & Motion Graphics
    Create a Cartoon Plesiosaur with Maya & ZBrush: Part 2Zbrush sea creature retina21
    In the second and final part, you'll UVMap the Plesiosaur using the free program Roadkill, and then move back into ZBrush to texture the model using ZBrush's awesome Polypainting features. From there it's onto baking and converting that polypaint data onto the UVMapped model, using xNormal's outstanding projection tool-set. And finally, you'll construct the shaders back in Maya.Read More…
  • 3D & Motion Graphics
    Create a Cartoon Plesiosaur with Maya & ZBrush: Part 1Zbrush sea creature retina2
    In this two part tutorial, you'll learn how to model, sculpt, UVMap, texture and render a cartoon Plesiosaur using Maya, ZBrush, NEX, Roadkill and V-Ray. Part one includes creating a base mesh in Maya from concept art, sculpting and detailing in ZBrush, UVMapping with Roadkill and Re-topology in Maya using Nex.Read More…
  • 3D & Motion Graphics
    Professionally Presenting Models: How to Achieve Great Shaded RendersZbrush shaded rendering techniques retina
    As a modeler, you'll often need to present your 3D models or sculpts to potential clients or employers, or simply showcase your best work in your portfolio. Knowing how to display a model is as important as the model itself. Many times a great model goes unnoticed or unappreciated simply because of a poor render.Read More…
  • 3D & Motion Graphics
    Build an Advanced Production Quality Character Rig with Maya - Part 1Flower rigging 400px1
    We’re kicking May off with a great tutorial from Professional Artist Shaun Keenan, where you’ll learn how to create an advanced character rig for a cartoon style flower. In this series, Shaun will show you how to create a true industry standard production friendly rig in Maya, capable of a staggering set of options and a huge amount of control.Read More…
  • 3D & Motion Graphics
    Create a 'Little Big Planet' Inspired Bunny using ZBrush & Maya - Part 1Maya bunny pt1 400px
    In this two part series, professional character artist and rigger Shaun Keenan will walk you through the process of creating a 'toon' style bunny inspired by Little Big Planet's Sackboy. Starting out in ZBrush, you'll learn how to add detail to the bunny basemesh to give it that sewn together, beanbag look using various brushes and sculpting techniques. From there it's into Maya to create the additional details and UV Map the model using the free program Roadkill. Finally, Shaun will cover creating the bunny's textures and materials using V-Ray and Photoshop, before tackling rigging in part 2.Read More…