Hey there, I’m Hackett, a moderator at the Official Team Fortress Wiki and a regular TF2 player. With the recently finalized Polycount update, a whole wave of new community contributed content will be released into the game, starting a new rush of trying to get the new weapons, trying on the new hats and revelling in the new content that people have put hard work into. Many people, however, tend to disregard who exactly made these items, how much work went into them, or are unsure of whether they think they could try it themselves, or how they would go about it.
To address this, I have been conducting a series of interviews with established Community Contributors, the people behind the models who have helped provide material for new game mechanics (The Tribalman’s Shiv, The Southern Hospitality), taken Valve’s concepts and ran even further with them (The Scotsman’s Skullcutter, The Dalokohs Bar) and covered countless people’s heads with marvellous new headwear. For those that want to see what kind of software or packages people use, here you go. For those that want to see how long it took to design so-and-so, here you go. And for those less interested in the know-how of it, you can find out interesting trivia that only creators previously knew, and other little stories surrounding the less published parts of TF2. This is going to be the first in a series, so expect more interviews, hopefully with the creators of your favourite community contribution. I will also be posting a list of lessons learned from each interview, to summarize the key points that can be learnt from each interview.
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My first interviewee was New, the creator of the Tribalman’s Shiv and an avid modeller. The Tribalman’s Shiv was released in the second wave of community content, and introduced the unique bleed mechanic to the game.

Alright then, let’s start. I guess my first question is, how did you get into modelling?
New: It started when I first got my Nintendo 64 and I decided I wanted to make game art. I just went around downloading trials for different programs like Lightwave 3D, 3DS Max, Maya, and eventually I settled with Softimage3D since I liked it the most. I just read through as many tutorials and articles as I could and tried my best to create things I would see in games that I liked as a child.
In which case, is it recommended to get the paid software (such as 3DS Max, or I assume Softimage3D)? Some of the more accessible (i.e. freeware) ones like Blender and Milkshape can be used, but their interface and overall quality can be a lot harder to get to grips with or different than others, something beginners may find difficult.
New: I personally recommend getting the paid software. They have better support for the most part as well as a larger community. All the big game companies use things like 3DS Max and Maya and Softimage, and only use free software to compliment their already established workflows. I also tried Blender back when it was 2.49 and I immediately did not like the interface at all. It seemed badly put together and I couldn’t figure out where anything was. I basically used it for almost 10 minutes before uninstalling it. You were also correct when you thought Softimage is a paid software, though it is cheaper then Max or Maya.
Ah, right. Some people are uncertain about their hefty price tag, but it seems right that they have it, considering the quality you pay for.

Roughly how long did the entire process of creating the Shiv take? From idea to submission, some experienced modellers take no time at all and some can take much longer, so do you think that your timespan was either of these?
New: Oh boy, how long it took. Well I first decided I didn’t want to spend very much time on this project since I was procrastinating in school too much, and had a lot to catch up on. I first spent a few days in Math class drawing up some concepts and thinking of what class I would create something for. I can’t give an exact time but it took 2 classes so something like 3 hours for the concept. After that I had established that I wanted to make a sniper melee weapon. After that I decided to develop the idea a bit more. I noticed he had a wooden primary weapon as well as a wooden secondary and decided to make the melee wooden as well. From there I ended up with two finished concepts. The first was a paddle that was carved from a piece of wood with some animal teeth attached to it and the second was the shiv which would just be a simple wooden knife. To me the knife seemed like it could be made very quickly which is what I needed so I went with that. That phase took about 8 minutes. From there I started using the concept and the model of the machete as a reference for size until I had made the Shiv in less then an hour. It was a very simple shape to make for the most part. From there texturing and creating the UV maps took 20 minutes. After this I spent 3 hours trying to export it into the source engine, but I could never get it to show in-game. After that I just decided to send it in as is and a few months later it was in a update. So I suppose this took no time at all at a total time of 7 hours 28 minutes, I believe. Though if I knew it would be accepted, I would have gone back and made it look a lot better. I actually thought the model was so bad that I actually deleted the original files, only to find out it was accepted later, annoyingly.
So the majority of the time invested was the idea phase?
New: Yes it was, though it was most likely less since I had to hide it from the teacher.
Ah, I see.
New: The most time spent creating a solid idea, the faster I can create the finished product in my head and from there, making it actually becomes much easier than people would think.
When designing the Shiv, did you have any thoughts about what attributes it would have? It’s enforced by Valve that it is not necessary to submit ideas for attributes, but some people do so anyway, or (unknowingly) set about designing a weapon with their ideal attributes in mind.
New: I had no intention of bleeding as an attribute for the shiv in any part during the creation. I was only supposed to be a model replacement for the normal machete. But I guess valve thought that would be boring and decided to surprise everyone, especially the Spies who seemed really butthurt about it.
Are you happy with the way Valve have handled your submission? The Tribalman’s Shiv was originally a unanimously accepted and used upgrade to the Machete, but with the coming of the Engineer update and the second bleed-using weapon (The Southern Hospitality) it was toned down for supposed balance reasons.
New: I couldn’t be happier with the way the submission was handled, at least at first. I liked it when it did a larger amount of damage before the update since I’m actually really bad at TF2. Anything that helps me get more kills was better and I liked the way it did more damage over a period of time. With the recent updates though the only reason I use my Shiv is because it sparkles. Not to mention I can’t really hit anything with it now since there are Baby Sentries EVERYWHERE. Hopefully in a few weeks this will change and everyone will start playing Engineer less.
Would you have liked to have a little more influence on how the Shiv turned out? While determining weapon attributes was up to Valve, would you have liked to have some hand in its mechanics?
New: Not really. Valve is successful for a a reason, they know what they’re doing. Though I would have liked it if they had the Shiv world and View models face the proper way.
Bizarre Mistakes, Vol. 1: The man born with his Shiv the wrong way round.
Ah yes, THAT problem…
New: Valve are silly sometimes.

When did you find out that the Shiv was going to be implemented? Was it a short time before the update which included it, or was it literally something that you found upon opening up the game that day? And in relation to that, when did you get your self-made shiv, on the update or a while after?
New: I wasn’t actually notified by Valve that it was put in. My IRL and steam friend LuFa actually saw the picture of the Shiv in a thread on the steam forums when someone opened the models in Gmod to show them off. After I found out it was included in the update I felt stupid for deleting the files. I went and opened TF2 immediately, but the steam servers were busy for a few hours. When I finally got on, I didn’t receive the shiv for about half an hour after I actually got online.
Well, I guess that was a nice surprise, if a little delayed.
New: Yes it was, I took pics and showed everyone online. Nothing like bragging and rubbing it in everyone’s face once in a while.

When someone’s trying to get into modelling, can you recommend any resources or tips that you found helpful?
New: When you first start, open your program of choice and read through the help files. Most have tutorials on how to model things like chess pieces and will teach you the basics. After that, choose something you’re interested in and make it. If you really like what you’re making, its easier to stay motivated and actually finish it. Don’t be afraid to post on forums for critiques on both the model itself (topology, smoothing, etc.) but also on the texture. There are plenty of good places with people who are willing to take a few minutes to write something for you. This leads to being actually being able to take critique. I’ve read and seen a lot of people who can’t take any opinion that doesn’t glorify the piece of garbage they made (Deviant Art) and they end up freaking out and instead of learning and making it better their work stays at a very low level. A lot of places I visit even though I don’t post there are http://www.game-artist.net/forums/, http://www.polycount.com/forum/, http://www.gameartisans.org/forums/index.php and http://www.zbrushcentral.com/. All of these places, even though not strictly directed at me, give useful hints and tips aswell as inspiration to try and do better (especially the Zbrushcentral site, goddamn some of the stuff on there is intense).
Alright, awesome.
If there was one key thing that you learned when modelling for TF2, what would that thing be?
New: Try to find a way to view it in-game even if it means using a different modeling package or having a friend do it for you. The day the Shiv came out everyone was saying that it doesn’t fit the style of TF2 and similar things. Unfortunately, I wouldn’t have known since whenever I tried viewing it ingame the model would show up with no texture and glowed bright white (so I couldn’t fix it to make it look like it belonged in the TF2 universe).
New: Another thing.
Oh?
New: Wood looks awful in the TF2 universe. It’s just brown, flat brown.
At least the Shiv has some nice orange to it.
New: There’s actually a reason for the orange. I couldn’t export hard edges with the model, so the smoothing was awful. Without the orange you couldn’t tell where it was sharp.
On the Official Team Fortress Wiki there’s a note about the shiv supposedly being designed as having been made from the wood of a certain tree that promotes bleeding, is this intended at all or rampantly loose speculation? Not the bleeding part specifically, as that was Valve’s idea, but the concept of it being a special tree.
New: Rampantly loose speculation but pretty cool at least. No special tree for me, just wood and Mann Co. technology I guess.
Magical.
New: A magic tree, grown by science.

Do you have any interesting trivia to share about the shiv?
New: The knife was supposed to have teeth roped onto it with twine or sinew, but I couldn’t find a way to make it look good which is why there are notches on the knife instead.
Did you enter into the polycount contest, or ever think about it?
New: I thought about it but never got around to it. I bought a bunch of games including Monster Hunter Tri which has already eaten 250 hours of my life, so I haven’t had much time. Though, I have a few medic and sniper ideas, but I’m not sure if they’ll get on paper or not.
Was it originally called the Tribalman’s shiv?
New: No, that name was given to it by Valve. I couldn’t think of a name and originally for file naming purposes just called it Wooden_Kukri.
Interesting how they didn’t use Tribesman’s instead.
New: Hmm, yeah. Odd.
Wait, so which way is the right way up? With the notches facing towards the enemy?
New: The notches go up with the smooth part down. Originally when it crit he was supposed to flip it so he swung with the teeth down, but I couldn’t figure out the custom animations I needed, since I’m awful at it.

Complimentary sparkles not shown. The ultimate tool for the fashionable bushwhacker.

Alright, that seems like everything. Thank you VERY much for the interview.
New: You’re welcome.
Lessons Learned
-Software choices are variable in modelling, so try many different packages out and find the one that you like the most.
-Paid software such as 3DSMax and Maya are expensive, but well worth the price tag in terms of resultant quality.
-Remember that Valve are the ones who determine the attributes of the contributions, so don’t try designing your weapons specifically for your gameplay ideas.
-Make sure to view your model in-game, even if it involves changing around software and file types, or getting a friend to do it for you. This will allow you to see any major flaws with the model when actually placed in the context of the TF2 universe, and also give you time to adjust it appropriately.
-Readily use resources such as the sites listed above to assess your work, learn from others, and most importantly of all, take critique. You will not get very far unless you develop the ability to do so, and accept that your work may need improvements.
Credits: New for being a good sport, agreeing to the interview and sending me the screenshots of his self-made shiv.
LuigiFan/LuFa for helping me get a hold of New. Cheers!
The Official Team Fortress Wiki for the images and killicons of the Shiv.
…and that’s the story behind the Tribalman’s Shiv! Join us next time for an interview with one of the creators of the Dalokohs Bar.