SourceSTUFF Light SFM-Edition English

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â„–9 | August 2016

SourceSTUFF Light


Contents

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BigGreenPepper Popular Chinese artist discusses his opinions on art, films and much more

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Scurvy Orange Short article about art of Moonlight101 also known as Scurvy Orange

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Daesdemona Highlights of the incredibly talented Deasdemona’s artistic career

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Shadowenza Enza Rizzo shared her experience and showed us simple poster step-by-step tutorial

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Brush and paint Final results of our “famous artists with their paintings” interactive competition


Contents

“Princess Tarakanova”. Cover picture made by p0nystark.

The idea for this picture was taken from the story about the death of Tarakanova during the flood in Saint Petersburg, which was on the 21st of september in 1777. (Historical sources are claiming that she died two years before the event). In the canvas you can see a dungeon in the Petropavlovskaya Fortress which is being flooded. There is a young woman standing on the bed, trying to save herself from the water, which is pouring from the barred window. The wet rats are climbing from the water, crawling to the prisoners feet. Author — Konstantin Dmitriyevich Flavitsky

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SourceSTUFF

Editor-in-Chief Evil Witch Co-Editors Victory, Enigmus Proof-Readers MysticTheMeem, engicat, Adel, GotchaBakin, Nadezhda, Sundownsyndrome Illustrator p0nystark Translators OPyshkin, SzB, Nessy Cyrodiil, Porontobello, Black Harrier Schizo Frankie, Chiara, 200, Ilart

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Authors ScurvyOrange, Daesdemona, Shadowenza Correspondent Darthbodan Special thanks Facepunch, SFM_RU, Menaria, DA SFM group, Zacharian Scott Where you can find us Vk.com, Facepunch thread, Steam group


Letter from the main editor

Greetings, dear readers. Nice to see you again in the new issue of our «SourceSTUFF» magazine. As you have noticed, we’ve made some decision, this edition is noted with a postscript “Light”. This means that the magazine has changed its format a little bit, now each issue will be tied to a specific topic. At this time we have invited several artists who are in one way or another related to SFM. Thank you for staying with us!»

Evil Witch, Editor-in-Chief 5


BigGreenPepper Interview with Chinese artist, known for his “Team Fortress 2” and “Dota 2” arts

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Interview

Greetings, BigGreenPepper! I would like to welcome you to our journal. Could you introduce and tell us a little about yourself? Hi there. I’m from Beijing, China. I’ve been making game-themed art for 8 years. How did your interest in drawing come to be? What kept you going? In middle school I enjoyed watching various cartoons, especially anime. I also liked The Transformers, TMNT and a bunch of other TV cartoon shows. I was mirroring manga and anime in my works. You may say, since those days, I’m in the business. Your drawings are really breathtaking! Were you taught or did you learn all of this yourself? Over the three years I spent in a professional art school I gained a lot of nessesary skills and experience. Many of your works are game themed, but the majority of them are based in the TF2 and Dota 2 universe. Considering the latest trend, I would like to ask a question: Will Overwatch somehow take their place? I like games and cartoons and I might say I’ve played a lot of games over and over again. Games like Shame, Half-Life 2, RO or Resident Evil. I don’t know why but I don’t like making art for those games. The TF2 and Dota 2 style is something that fits me best. If i ever find a game that can really catch me I think, maybe, I can make something really cool. I haven’t seen Overwatch yet.

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Valve officially uses some of your work. Tell us about your collaboration with them and how you’ve profited.

Its a great pleasure to work with Valve. They are friendly and they are always supporting me. I can’t tell you how much I earn though, but I would say that the amount is fair and reasonable.


Interview

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Interview

Shortfilm ÂŤTower Destroyers - WindrangerÂť 10


Interview

You also took part in the project of a short film named “Windranger”. What was your role in this project? Can you give us a more detailed description of how it was made and the people you worked with? I’m one of the scenarists also responsible for scene direction and character design. Creative people from all around the country inspired by Dota 2 took part in creating that film. Animators, gamemakers, musicians and directors contributed their own piece of talent to this. We wanted to compile all the feelings we had when they see their favorite hero mixed up with developers’ own ideas. For now we have three films created, each one made up with our personal preferences. People may not like the style and plot sometimes, but thats how we stay unique. Afterall, those films are not commercial, they are just fan-made production. For a long time you’ve been making TF2 comics about the RED Medic and his new patient. Maybe you have something to share with us about this project and its history? Maybe some exclusive plot details... The comic is split into 3 chapters and is rather short. I got an idea of it when I was thinking of a field medics’ work in the field. Medics are devoted to serving towards their team needs. One of them is using opportunistic methods while the other one is completely opposite. I recon, in the real life situation would be the same. Not everyone relies on pacifism and everyone’s got his own ideals and methods and it is literally impossible to tell who is the antagonist. What software and tools do you use for your work? Only Photoshop CS6.

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Interview

What are you into besides making art? Are you studying or do you have a job? Yes, I do have a job. I draw stuff for one game. What are you planning next? What do you have in store in the near future? Working and doing game-related arts in my spare time. Eventually, I’ll start animating as I really enjoy it. Could you give some advice for beginning artists? Draw what you love. If something you don’t like is popular — don’t draw that. Say something to our readers and your fans! Huge thanks for paying attention to my work. I will keep on drawing since besides drawing I only play games and care for cats ~: D Thank you for the interview! DA — link

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Interview

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Scurvy Orange

Scurvy Orange Scurvy Orange told us, how her six thousands hours in SFM changed her life

Hello there, lovely readers! I’m The Scurvy Orange - sometimes known as Moonlight109 - and I’m a gal who does stuff in Source Filmmaker. Thanks to me using SFM on a terrible computer for about two years, most of the stuff I do is posters with only a little being animation. Since I knew how to use GIMP and Photoshop two years before I started using SFM, it made it easier for me to edit not just posters, but the very files in SFM itself; specifically the .VTF files. This previous knowledge allowed me to excel at reskinning clothing or faces to make them look completley different without needing to model them.

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The most notable instances of my reskinning work is the stuff I do with Uberchain for 6v6 competitive TF2. I started with twenty-two of the 152 reskins done in a fortnight for season seventeen of ESEA-Invite in North America. By the August of 2015 I ended up doing all 160 skins for all five teams, and the poster Uberchain and I made ended up on the front page of the TF2 blog for the announcement of Insomnia 55. I think we’re both still pretty shocked about that. If you had asked me if I liked working with digital 3D animation more than 3 years ago, I probably would have laughed and said «Absolutely not, I’m a writer.» I always thought of myself as more of a writer, or at the very least someone who didn’t think visual. But in the August of 2013, I discovered TF2. and while I was waiting for TF2 to download so I could


Scurvy Orange

get SFM first. Before it even finished downloading I found the tutorial Valve made and went looking for art other people had already made before me to see what kind of stuff was possible with the program. Reskinning and hacking clothing on people was difficult for a few years since I picked up SFM before scaling or override materials were even added. Like any other skill, you have to start somewhere. No one is perfect at something when they first start it, and my old SFM stuff is well within that range. My old computer ran it at 0.2 frames per second and everything appeared overly bright with no ambient occlusion because my graphics card couldn’t actually handle the program, so learning to pose and animate was slower than I would have liked - I could barely see what I was doing! But I kept working at it, animating anyway, using volumetric lights even when it made my computer blue-screen, and plugging away at it until I got better. December of 2015 was when I was finally able to afford a computer that could actually run the program, thank goodness. My greatest success with this hobby are definitely i55 and working with this magazine. I never thought something would actually come out of using this other than just having something to do when I was bored.

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Scurvy Orange

“I hack clothing onto characters that it wasn’t meant for because of of Uberchain’s work, I reskin because of Kungfubellydancer’s, I photoshop because of Wnses286’s, and I love colorful lighting because of Yhrite’s work”.

As for inspiration, I would have to say it’s pretty random. Usually for a picture as a whole it’s a song, or a pose I saw that I wanted to use, or a color of lighting I wanted to try. For a reskin it’s a pattern I see somewhere, or a picture of some sort that might look good on a shirt or dress. When I first started out, my inspiration while waiting for the porgram to download was to look up what other people were capable of doing.I hack clothing onto characters that it wasn’t meant for because of Uberchain’s work, I reskin because of Kungfubellydancer’s reskins, I photoshop because of Wnses286’s work, and I love colorful lighting because of Yhrite’s work. These people - off the top of my head - are the reason my stuff looks the way it does today, I think. Of course, SFM isn’t the only program involved. Like I mentioned before, I always edit my posters with GIMP once they’re done, and I sometimes use Photoshop for one or two filters as final touches. The general process for making a picture is to understand what I want to do with it before I start. I load the models I know I want to use and pose them.

This is my first work 16


Scurvy Orange

Body first, then legs, then arms. We go from that to the facial expression, their hair, and fingers. The last thing to do in SFM is lighting, plus a background if one isn’t there already. Then I render and move on to editing the poster. I use Photoshop for the liquify filter, usually to fix clipping issues or sharp edges on the model that shouldn’t be there. Then I bring it back to GIMP, sharpen it, adjust contrast, do some color correction, and smudge out any jagged light artifacts and shadows that SFM couldn’t fix on its own. Then I add some highlights to

major parts of the subject - arms, legs, jawline, nose, eyebrows, folds in clothing, and bring it back over to Photoshop to finish with added bloom. The entire process usually takes two to four hours, sometimes longer if there are a lot of people in the picture. The most difficult thing is usually thinking up a usable idea in the first place, and hoping it hasn’t been done in the exact same way before. I take everything one day at a time, so I suppose I don’t have any specific plans in the future. I’m just barely learning how to model, so I’ve been adding new clothing

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Scurvy Orange

to models that they didn’t have before or fixing things on them that have bigged me. I hope to continue working with competitive TF2, and possibly competitive Overwatch if I’m asked. I understand that most people these days, including the people actually playing competitively, think TF2 is “dead”. Trust me, it’s not I wouldn’t still be here if it was, and it wouldn’t still be the third most played

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game on Steam. We are more dedicated to it now than ever, especially with Valve finally endorsing competitive play with the Matchmaking update out. People have called us «literally completely insane» before, and told us that nothing we do matters, but we don’t do this for the fame, we do it because we love it.


Scurvy Orange

On that note, here’s a few tips for beginners that are just starting out with SFM: do it because you love it. If you try to use this, or anything else for that matter, to just gain fame, you will end up hating it and yourself very quickly. You need to do things because they make you happy, not because they make other people happy - although that’s always a perk if it does. Go watch Valve’s official tutorials on YouTube (yes, you have to), go find the many tutorials and guides people have made on Steam about the same five questions that are always asked, and take it slow. I’ve been using this program for almost three years and I have nearly 6000 hours in it. You won’t be able to make perfect looking things day one, week one, month one, or even year one. It takes 10,000 hours to master any skill, so technically I can’t make perfect looking things either. Just keepa t it and you’ll get there eventually. Thank you very much for reading, and make sure to keep tuning in to this magazine! DA — link Tumblr — link Youtube — link 19


Daesdemona

Daesdemona Daesdemona dezdemona have come a long way to success and is ready to share her secrets

Greetings SourceSTUFF readers! My name is Sonia, also known as Daesdemona. There’s not much to say about me - I’m a simple girl enjoying my simple nerdy life. I’ve always been interested in digital art, but was never able to do anything about it. I’ve been playing with many video games for as long as I can remember, but the first one is that gave me the opportunity to be a part of it on an artistic level is Team Fortress 2. I started being interested in it after watching thousands of GMod and SFM videos trending on YouTube about four years ago. Seeing what other people could do and knowing that Source Filmmaker was such a great tool, free to use and containing all of my favourite characters to play around with was a great discovery

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- I just needed to learn it! It was the first time in all my life that I tried to use a 3D program. My first experiences with SFM were such a mess. I couldn’t understand how to move in the porgram, and simply moving an arm was disorienting. But I couldn’t just give up like that. YouTube video tutorials helped me with everything I needed to know about making posters and the basics of art, such as the Rule of Thirds, Three-Point lighting and colour theory. I slowly started to understand how to make a pleasant composition for the eyes, but that’s not the only thing that I wanted to achieve. In my works I always try to capture the personality of every character and tell a little story.


Daesdemona

I think one of my earliest posters, “I never really was on your side�, become famous because of the emotions I could bring up with just a simple wave and an extended arm. Reading all the comments of people making up its own interpretation about that picture made me feel so happy and inspired to do more and better.

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Daesdemona

My most famous work, “364 days until her next day off...” was all about the character’s personalities being shown in the “Expiration Date” short recently released by Valve. I love working with all of the TF2 characters together and put in as many details as I can. I must say a big thank-you to the TF2 character designers for their incredible work on creating them. After this unexpected wave of likes, I was contacted for the first time by some amazing TF2 workshoppers asking me to make some promo images for their items. This was - and still is - the best experience since I started to use SFM. I’m so happy to work with such great modellers and to be one of the first to be able to see, use and help with those items is such a big reward in itself. I met one of my best buddies, Questionablyinsane — mostly known for being one of the authors of “the Dogfighter” and “the Tiny Texan” items — through it. One day I was trying to do a t-shirt design out of my first poster I mentioned in this article, he asked me if he could help out and of course I accepted. He did the best work in the world! Our t-shirt was taken and published by WeLoveFine and now it can be bought in theirwebsite.

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Daesdemona

I would never iamgine that just being able to use SFM could lead to so many different and cool paths. Sometimes I run into a wall and I don’t have any new ideas for a poster for a very long time. When this happens, I look up deviantArt or tumblr for random SFM posters. Seeing works from other talented artists helps me a lot, I admire them a lot and it’s only thanks to them that I can improve day-by-day. I always find new amazing artists, I look at their astonishing works and I analyze every part of it, thinking if I would be able

to recreate that atmosphere or a certain pose, then something in my brain just clicks and I can suddenly get 2 or 3 ideas all together. As I worked more and more with SFM, I felt the need to experiment new ways to imrpove my works. That’s why I started to use Photoshop. Even if I really suck with traditional art, I manage to modify my posters to be more pleasant and to create new things that I couldn’t do just using SFM, such as the TF2 and Avatar or Star Trek crossovers.

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Daesdemona

Once the idea starts brewing up in my mind by way of seeing others art, thinking about funny things in my life or just knowing the personality of one character and imagining it in different situations, I’ll picture it in my mind - but the final result will be different almost every time. Creating a nice scenario is really important. “Scenebuilding”, as they call it, is very difficult for me, but once I start it’s like playing The Sims and I just keep adding details that nobody will notice at all most likely. But it all adds up and ultimately makes it work in the final result. Then comes my favourite part: posing the characters. My images must speak without words. I often exaggerate with every pose or facial expressions, so like in “Sleeping Time”, you can see Sniper’s anger, Scout’s amusement and Heavy’s irritation. You 24

know what’s going on theree and what will probably happen. I enjoy reading the comments about people making up their own dialogue of what’s happening. I always have fun when I make my posters, but SFM isn’t always so stable and many times I have to struggle with crashes and little quirks, mostly solvable by just quickly searching on Google. If you want to start learning it, be prepared with the search button! Don’t be afraid to ask and watch as many tutorials as possible. I love to help others on poster making - that’s why I created a blog called SFM-poster-tips where you can ask for any help and seee other answered questions. The very talented Uberchain joined this project with me, so don’t be afraid to ask any time!


Daesdemona

Learning SFM without any knowledge of other 3D programs is not easy, but it’s not too hard either - it just needs a lot of passion and patience, none of the “I wanna be famous” mentality. So many people add me privately to ask for help, and when I gave them feedback explaining how their work could be done better, many got offended. This is the worst way to go on and improve. I don’t have too much left to say. Remember that the most important thing is if you want to create posters with SFM is to have fun doing it, passion will be palpable in every single picture and it’s the most pleasant thing to see. That’s all from me, next step now will be learning how to animate. I tried to a few t imes and I want to do something decent, I have to study it for a very long time. In the meantime, I’ll get to work! Farewell lovely readers, enjoy the rest of your reading.

DA — link Tumblr — link

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Shadowenza

Shadowenza 26


Shadowenza

Learning creative growth stages and making a poster with Shadowenza - talented sfm postermaker. 27


Shadowenza

Hello everyone! My name’s Enza Rizzo, or shadowenza on Steam and various other platforms. I’m 22 turning 23 this August, and I’m very happy to be asked to write this! I currently live in Switzerland - a small and isolate country, although I’m natively Italian. I also speak four languages and two dialects: Italian, German, French, English, Swiss and Sicilian. Source Filmmaker itself is a hobby of mine that I indulge in during my free time between shifts at my fulltime job in retail. It’s a great passtime, either to relax after a long day at work or whenever I’m a little bored! Recently I’ve exceeded 2000 hours in the program and been actively using it for four years now! Since I started SFM, I’ve gained a large following over time. Suddenly people wanted to commission me for art! They were amazed by what I could produce and enjoyed how I made my ideas come to life. As for me? I learned new skills and techniques which improved the overall quality of the pieces I created. People have also told me they love the way I do expressions and body language, as well as finer details that often breathe life into a poster. However, SFM is limited, so I always try to think outside of the box. Because of that, it has helped me practice with Photoshop for the editing process - it all depends on the shot I choose to render. Some need more touch-ups and post-processing more than others.

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Shadowenza

My G-mod work.

My picture for charspurpletooran’s AU

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Shadowenza

Before I started using SFM, I used GMod way back in 2010, and as such I already had an idea of how to work with 3D models, even if I wasn’t as popular as I am now! I was still very inexperienced and didn’t know much. Then, after I’d heard about Source Filmmaker, I thought I’d give it a try; luckily for me, I learned the program relatively quickly. It was completely different from GMod. It worked differently, but it had so many new tools to help with the transition. I eased my way into it through tutorials. Now I can’t stop using it. I’ve always wanted to try and draw, or to just show my artistic skills in whichever way possible, and with SFM I was finally able to find an outlet and do just that! My first works had a small amount of body language, but there was still a lot of depth that was missing. I had difficulties

with owrking with lighting, and didn’t know about the rig_biped_simple option, which no doubt would have made posing much easier. SSAO settings were something new for me, too, and my first posters didn’t have much feeling or depth to them; I was afraid that if I added more, it would only look bad. My first success was when I joined a contest on the «fuckyeahtf2» tumblr blog, where we were told we had to create an image for Halloween. I did multiple shots of all of the mercenaries experiencing the haunted mansion - and won first place! After that, more and more people were interested in my work, and without them and my friend’s support, I wouldn’t be here writing this today. I’ve had other pieces of artwork that caught a lot of people’s eyes such as the “Together United” piece shown here!

“Together United”

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Shadowenza

I also do a lot of scene building with SFM, mostly with rooms.

So far I’ve also created 3 promotional posters for workshop items!

My inspiration varies a lot, it mostly comes from the things I see, hear or feel. I have a very creative mind, and my ideas seem to be near endless; the moment I start working on something, there’s already the next idea swimming around in my head just waiting to be made. Nature, fantasy and vintage are also a big inspiration for me, hence the creation of a few fantasy shots and alternate universes. I also do a lot of scene building with SFM, mostly with rooms. So far, I’ve created 3 promotional posters for workshop items! I can’t seem to stop working with Source Filmmaker because I want to bring life to all of the ideas in my had,

but alas, with having long hours in retail, it tends to get difficult and the process takes longer than usual. When I joined this community I was always inspired by MrRiar, Yhrite, MrComrade and Deniszizen’s work. All of them worked with GMod, and I wanted to follow their footsteps. I’m still excited they create new content, and the fact that two of them have noticed myself as an artist and enjoy my work as well is an incredibly honor. I never think, I just let my free mind create whatever we both enjoy! Now we’re going to create posters and once that is complete, I shall show you another trick I do!

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Shadowenza

For this, I utilize Source Filmmaker for the bulk of the work, Photoshop for additional fixes and post processing and Magic Bullet for a few filters. Let’s start with something simple. Instead of using a TF2 model I decided to try using an Overwatch model, in this case D.Va. I get my resources from the Source Filmmaker workshop on Steam, SFMLab, SFM’s Reddit and mods.tf. I’m going to try something simple because even the simplest things ctach someone’s eyes. I had this idea of D.Va sitting on top of her mech and gazing into the horizon. A back shot would be perfect for this. I feel like she could use a bit of quiet time from all of the fighting. D.Va is currently in the SFM workshop and is available to download. Now the

part where I mostly get stuck is finding a good map to work with. There are plenty to choose from. Usually I need to think about which map would work and at which exact location I should pose the model. Since I said D.Va should be gazing into the horizon I had a sunset themed map in mind. Thankfully one comes right to mind, which is the «Meet the Engineer» map that SFM already has implemented! We load the map, find a good spot, and then load in the models we need. I haven’t yet decided what to add in the background since I’m not creating a room from the get-go, so they get added at the end once I’ve set a camerа angle and get done with posing.

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Map from “Meet the Engineer” video

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Shadowenza

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I work with just one camera and will use a secondary one after I add lights. Now that the models have been loaded, let’s start posing. Here you’re free to look at references. I mostly use myself as a reference to see how to pose what. I won’t be using rig_biped_simple so I’m posing everything manually. While working I also slowly start to set the camera angle. Since the map is dark I disabled the lights. While I was posing, I changed my mind on the poster quickly: D.Va now looks at the audience with a smile! Another thing I do with models is add illum attributes to make the models darker and they shine better when light is used. As shown here, I right click on the illum attribute and add the DmeDag.

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Shadowenza

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Now that everything’s been posed, I noticed the gun wasn’t visble but I decided to leave it like this. On the other hand it felt a little dull and since now I have a different idea, I decided to add a few buildings behind her so it won’t look too empty. I’ve used a few of Overwatch’s King’s Row props and scaled them! Now onto the lighting. To be fair, lighting is still a big challenge for me. I know the basics, but I struggle a lot when the map light is set on a sunny bright day, and it makes it difficult to add other lights. It’s less complex when a map is darker because I can tone my light sources with brighter colors.

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Shadowenza

Before I start, I always disable shadows on lights. Source Filmmaker, with enabled shadows, limits you to only nine light sources. Disable them, however, and you can add as many lights as your heart desires! I went ahead and set them on different parts where light would be present and ended up with over 30 light sources!

6 We’re almost done, now for a few things to adjust before rendering. I usually work with progressive refinement settings. While having that window still toggled, I quickly enable ambient occlusion, which helps me when adjusting the SSAO. Everybody uses different SSAO settings. I mostly have max strength with a bit of bias and radius. This gives a nice smooth shading, but everyone has different opinions!

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Shadowenza

With that done, it’s finally time to render. I quickly close SFM and head over to its properties and add a console command. Which this, I can render at 4K, or 3840 x 2160.

10 11 Now it’s time to continue with Photoshop/Magic Bullet. Usually, the first thing I do is blur the background a bit and afterwards use the liquify toolk to make some sharp edges on the model rounder and cleaner. From here on everyone has free will to do what they please. I mostly play around with different settings until I’m satisfied, 36

merge everything together and copy the picture a few times. I open Magic Bullet within Photoshop and pick a few filters that I think would suit them and play with the visibility for a bit until I’m satisfied! And it’s finished!


Shadowenza

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I’ve also recorded my progress as I made this, and you can see it here!

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Shadowenza

I have a few other examples with sadly no recordings since I don’t have most files anymore as I’m saving space on my hard drive. Another thing I do within SFM is merging some models with others. In this example, I used a shirtless Demoman, which sadly lacks proper faceposing, so I spawned the HWM model of the Demoman, locked the shirtless with the HWM one, set preset to zero and unlocked it. After locking and scaling, I removed bits I didn’t need. You can pretty much do this with lots of models. This mostly requires more than two renders to merge them together afterwards and removing unnecessary stuff! The rest is edited within Photoshop, it was tedious because I have a very shaky hand. Before

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Shadowenza

After

As for scene building, it’s usually an interior build. Most of the scenery is old, vintage or wooden. With TF2 having wooden buildings, I work around those themes. As for vintage I look up references and create a room either that’s preset, empty, or mostly in my case from scratch on black_void. I’ve been working with only TF2 models, but recently I’m also experimenting with other non-TF2 models. It’s a challenge and expands my possibilities. As I mentioned a few times, I still practice in my free time. I struggle with creating ambient lights and working with day maps. I never tried scene building outdoor environments, but hopefully one day I give it a go because I had something in mind that I would love to create! I see plenty of people that manage to edit so much with Photoshop, SAI, or GIMP. For example, changing clothing and giving it the perfect 3D shade. I only know the simple things and I’ve gotten really good at it!

I’ve never done or tried animations. I can’t find the time or the patience to learn it and my computer can’t handle movie renders that well, and it takes a lot to render a short clip. My tips: Don’t be afraid to look at tutorials. And never be afraid to use references, they are there for a reason and they help one a lot when wanting to pose, even if some models tend not to be as accurate or bendy as the image. If you think you can’t pull it off, think outside the box. Experiment and find a new way around it. You may say it won’t look good, but others will certainly think otherwise. As I always say, trying never hurts! For the future, I’m going to keep creating SFM posters as a hobby. I really love working with that program! But I don’t want it to be a full-time investment! My wish would be creating promotional posters for workshoppers and modelers! It’s great to help out people and it’s also a great challenge! 39


Shadowenza

Maybe I’ll attempt to make some animations! Maybe even creating models because I know a few things I could need, for an example and unmasked Pyro with a working HWM face! If you, too, would like to try out SFM, do it. It’s free and there are plenty of tutorials to help you out! I suggest you to

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watch the ones from the official Source Filmmaker devs as they give you the basics on how to use Source Filmmaker! Zachariah Scott on YouTube has a very good lighting and scene building tutorial! That’s where I got the inspiration to create scene builds myself!


Shadowenza

And never stop creating content! We all start small. I’ve been working for quite a while with over 2000 hours and I’m still practicing and trying out new things. Give it time! Well that’s it from me! Hope you all had fun and learned a few things! Thank you all again for letting me be part of this and share my experiences! And don’t forget to never give up!

Steam — link Tumblr — link 41


Interactive Author — FrvrStallone Recreation of “The anatomy lesson of Dr. Nicolaes Tulp”

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Interactive

Brush and Paint Our last interactive was dedicated to paintings by famous artists, recreated with everyone’s favorite program - SFM. It’s time to get acquainted with the most interesting, original and overall good works from our participants. 43


Interactive

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Interactive

Author — HotrodMC Recreation of — “Michelangelo’s Doe David”

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Interactive

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Interactive

Author — ZRehman11 Recreation of — “The Potato Eaters”

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Interactive

Author — Mikhail Garder Recreation of — “American Gothic”

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Interactive

Author — artist-twins Recreation of — “Hand with Reflecting Sphere”

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Interactive

Author — Rokatinsky Recreation of — “Unexpected Visitors”

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Interactive

Author — Mikhail Ushakov Recreation of — “Car Clothing”

51


Interactive

52


Interactive

Author — Jessica Recreation of — “Nighthawks”

53


Interactive

54


Interactive

Author — Castleporno Recreation of — “Wanderer above the Sea of Fog”

55


Interactive

Author — TheUberMunchkin Recreation of — “The anatomy lesson of Dr. Nicolaes Tulp”

56


Interactive

57


Interactive

Author — Cufflux Recreation of — “The Son of Man”

58


Interactive

Author — Aerdas Recreation of — “Oath of the Horatii”

59



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