How It’s Done: Larolaro
In this instalment of How It’s Done, I have interviewed Larolaro, the creator of the Homewrecker and a winner of the famed Polycount pack contest, with his Tank Buster pack for the Soldier.

Firstly, how did you get into Modelling?
Larolaro: Well, for the past 4-5 years I’ve been working as a freelance illustrator (http://larolaro.blogspot.com) and at the same time I’ve always had a lingering curiosity for games and what-not, so I started to dabble in modelling. It was a straight up nightmare at first, as I found it very difficult to learn by myself, so the extent of my knowledge comes from 4 years of tedious un-knowing button clicking, haha. 2D and 3D really are two opposite sides of the same coin but eventually I got the hang of it… Sort of. Now, to be honest, I’m never going back. Being a digital artist moving onto 3D really gives me a plethora of new options to realize my ideas.
You initially designed the Homewrecker. How long did the Homewrecker, from idea to realization, roughly take?
Larolaro: I created the homewrecker roughly a year before I submitted it to valve through their contribute page. So, embarrassingly, the homewrecker was just a bit of tooling-around practice, as I just did it for fun and never intended for it to be a serious submission. The concept took me 5 minutes and the model and texture was complete in about 2 hours. However, the compiling and such took an age, the source engine really isn’t noob-friendly. I see the source engine as a beautiful ornate chair with a spike carved into the seat; It looks great, it’s solid and it will last for a long time, it’s just a pain in the ass to use.
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What software packages do you use? Previous contributors have said that the paid stuff (like 3DSMax) is the best, but you can do just as well sometimes with freeware.
Larolaro: Oddly enough I get this question alot from random people on steam, and I never answer the question because if I did I would giving the impression that it matters which one to use. I’m sorry to burst any bubbles and such but unfortunately there really isnt a magic button to make 3D, as it’s difficult to learn 3D no matter what program you use. The program is just a tool for a similar result; just pick one that looks good and use it and if it doesn’t work out too well for you, you will naturally move onto a different program anyway. So my advice would be, try them all and pick what feels right for you.
The Homewrecker was originally an Axe/Axtinguisher skin (back when it was called Mr. Sledge), but upon submission did you ever think about what attributes it could have had? Some people think this is necessary, despite this not being the case.
Larolaro: Well, I have a lot of respect for the way valve do their thing, so I just left it to them, I had nothing in mind to be honest. I don’t manage a hugely successful online multiplayer game, so I don’t have any right to say what’s what because I really don’t know the amount of implications a game mechanic might have.
Do you think that Valve handled your submission well? The Homewrecker was initially a choice alternative for quick building destruction, but with the addition of the ability to damage Sappers it suddenly became a used and viable option for Pyros. And would you have liked to have had more influence on these modifications?
Larolaro: I really think they did great with the homewrecker, I was even happy with it before the sapper-removing stat, albeit it being a whisper of a weapon. The homewrecker was one of the first community weapons to be added into TF2, and it was new ground they are walking on, so I figured they would possibly weaken its impact on TF2’s gameplay.
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When someone’s trying to get into modelling, can you offer any resources or tips you found helpful?
Larolaro: Well, I didn’t use many tutorials when I was learning so I don’t have any resources to offer. For learning 3D, my advice would be just stick at it, don’t give up and practice, practice, practice! It’s a decade long battle with a wall of scary buttons, so if you don’t suck it up and focus you’ll go crazy.
Do you think you learned much, if anything, from modelling for TF2?
Larolaro: Well, I’ve played and admired TF2 from the start, having clocked 1000+ hours in it. It really is a massive inspiration to me, modelling this and that for TF2 has really helped me on the way to becoming “industry” ready, if you know what I mean. It’s a huge compliment from valve to give the homewrecker and Tankbuster pack their professional blessing.

When you decided to enter the Polycount contest, did you have a clear image of the class/weapons you wanted to do, or was it a much more gradual and developmental process?
Larolaro: For the 5 weeks we had to do the contest, it took me a week to gather up the courage to even start. I really didn’t think I would have a chance of winning so I very almost didn’t enter, But I thought I might as well do it for some good old practice. So 1 week in I started a WWII Survival Theme (Check it out here). This involved a rucksack, a survival knife (See it here) and a scrim camo helmet. After 3 weeks I started to get a lot of criticism and my theme started to fall apart so I scrapped it entirely. I wanted to pursue an entry that went smoothly and people enjoyed, so I came up with a tangent off my original idea and this is when I came up with the Tankbuster Pack. I started my Tank Buster pack from scratch with only 10 days left of the contest. This meant I had 5 items to concept, model, texture and compile with 2 days each. It was total chaos and I really didn’t sleep very well for those 10 days, haha, but I learnt a lot and eventually got picked as a winner, so it was totally worth it.
Are there any other packs that you particularly liked in the Polycount contest? Valve have said that just under half of the entries were of a good enough quality for submission, so there will be more community items to come from the contest regardless of the main winners.
Larolaro: I enjoyed a lot of the entries in the contest, and it’s a shame only 5 won the contest, but I can understand coming up with game mechanics and balancing 12 weapons really is enough for one update. Some of the entries that caught my eye from the start were Nrek’s (Croc-O-Style), Progg’s (Gas Man), Both of Swizzle’s entries (Expert’s Ordnance Pack and Field Medic’s Tool Kit), Gerre’s (Hillbilly Pack) and Pierate’s (Medievil pack).
If there was another Polycount contest or something of that ilk, would you participate given the chance?
Larolaro: I have no doubt in my mind that Valve will do something similiar in the future, given the popularity and quality of the entries in the contest. In fact, I’d be surprised if they didn’t do something. And when that happens, I may have to take another shot at it, with a hopefully larger timeframe than what I had to do my entry in.
Lessons Learnt:
- Keep practising as much as possible. Remember, getting good is not a quick process, and needs time investment.
- Be sure to consider your ideas thoroughly first, and be ready to abandon projects if they become boring and are clearly not going anywhere.
- Once again, experiment with as many different softwares as you can until you find the one that suits you best. There is no definitive ‘best’, so it’s up to your tastes and working style to determine yours.
…and there is the lowdown behind one of the more successful modelling achievements in TF2.
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Now, this is where I reach out to you, the reader. If you are an estabilished TF2 contributor (this includes maps), are interested in an interview, or know one who would be happy to have one published here, then please try to contact me here in the comments, on the UC forums, or at the Official Team Fortress Wiki. I’d like to make this series last as long as possible as I’ve recieved such positive feedback and so much useful information for aspiring 3D artists has come out of it, as well as revealing info to keep non-modellers amused and interested. Thanks for all the support, and hopefully expect more in the near future.
Hackett on August 9th 2010 in community, how to, pyro, soldier, team fortress 2






























