Team Fortress 2

Team Fortress 2

Karambit of Cutting
32 Comments
L0maxx 25 Jun, 2021 @ 11:23am 
spy needs more knives and pyro needs less axes, and good job on the thing! i recommend you get some help with the modeling and the animations because it kinds looks funny, but i have high hopes for this! :jarate:
twitch.tv/shelvhd3vo 29 Jul, 2017 @ 10:22am 
how do you subscribe

Tibby Dobbs -88- 23 May, 2016 @ 8:12pm 
cs:go
Rappsure 3 Nov, 2015 @ 10:46pm 
this would be a nice reskin for the default knife, although the model could be better. i also have an idea for the animations and how the spy would hold it
SloppyDangerous 3 Jan, 2015 @ 1:30pm 
Dammit another one of my ideas taken!
sarah 3 Jan, 2015 @ 12:51pm 
this is ugly as my anus
dak1ne 3 Jan, 2015 @ 2:18am 
shape and textures are quite like unfinished...it doesnt look like a karambit...
PhilMahooters 2 Jan, 2015 @ 9:39pm 
nice dude, i think it should be and reskin of the conivers kunai, but u should work on refining it a bit and maybe thickening the handle and the blade. the ring in the back should also be more thick but just stop at a flat edge, like a real karambit
mayosay 2 Jan, 2015 @ 12:37pm 
will this be $400 like in cs go?
potatos212 2 Jan, 2015 @ 3:33am 
this isn't csgo stop changiging tf everyone
Marinesharp  [author] 1 Jan, 2015 @ 7:54pm 
Governor Greenguh,
I see some amazing works sitting around the workshop for a year or more, never added to the game while others half of their quality are put into the game.
I don't know what Valve would add to the game...

The way I find out if it is decent enough to stand a chance is I rely on the feedback and adjust my technique for future models based on that. This model specifically has gotten the most views in its uptime compared to my other models with an 80% positive rating at the moment, making it the most popular so far (by views to time up ratio).

You are correct though. I do not have a lot of experience in modelling with a polygon restricting of < 1,400 (tris) as my models are usually 10,000 (quads) or above with resolutions of 2048x2048 or greater. In addition, matching a specific art style is tricky, but I am learning from the practice, assistance of other artists, and from the feedback on my work as I had done when learning my previous style.
Greenguh 1 Jan, 2015 @ 6:42pm 
But it doesn't look like it fits into CS:GO or TF2. It looks like something someone would put into minecraft. You need more practice making models period before uploading something to the workshop for approval. Do you really think that Valve would add this to the game?
Marinesharp  [author] 1 Jan, 2015 @ 6:27pm 
R.A.B.B.I.T, I could have but that would have been cheating lol.

I like to make everything from scratch or from base meshes that I have created. That is how I have been learning and improving my 3d Modelling skills over the past 4 years :)

Cartoon models is something fairly new for me
(tried doing TF2 items a year ago, couldn't match the style, took a break, now trying again)
because until now I had spent a lot of time learning to create high-poly realistic to semi-realistic models.

So to learn this simpler style I make all of these items for TF2 from scratch. And I focus on the model and texture not animations and such because that could be a lot of work for nothing if the model is not accepted.


Thanks for the feedback :)
tawmi 𝄢 1 Jan, 2015 @ 4:52pm 
The handle doesn't look very practical, and the way the Spy holds it is wrong. Also, coudn't you have just taken the CS:GO model and cartoonified the textures?
Greenguh 1 Jan, 2015 @ 12:43pm 
The Karambit is considered a modern fighting tool, and therefore does not really belong in the style of TF2. Also, the model is poorly made and hardly looks like it has a blade at all. Needs some serious work before I consider looking at this (you can see pixels sticking out along the curvature and along the handle.)
Arc The Welder 1 Jan, 2015 @ 12:35pm 
i just personally think it wpold be a great item to imploment to the game if in this picture it was set to the correct way to draw more people to it
Marinesharp  [author] 1 Jan, 2015 @ 12:15pm 
Yeah, I know he's not using a proper technique, but we can handle that issue later if there is enough interest in the weapon model itself :)
Arc The Welder 1 Jan, 2015 @ 11:55am 
one problem ... thats not the traditional way to hold a karambit and if so he shouldnt equip it that way thats what the ring on the back is for , his index finger would be in that ring and the blade would be pointing down to the ground
690lb deadlift 1 Jan, 2015 @ 11:49am 
improper way of holding a karembit, handle looks very uncomftorable if this was real life lol..
Azura 1 Jan, 2015 @ 11:06am 
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Mood Pilot 31 Dec, 2014 @ 11:33pm 
I like you and I want you
The Bag 31 Dec, 2014 @ 11:22pm 
Its perfect i love it and it sould be in the game great job( ͡° ͜ʖ ͡°)
spring fox 31 Dec, 2014 @ 1:53pm 
Smooth its model out a small but and add a bit of shading and it is set.
n11 31 Dec, 2014 @ 9:10am 
no problem
Marinesharp  [author] 31 Dec, 2014 @ 8:19am 
Wow, thanks for the tutorial man. I wanted to render my previews in the Source Film Maker but I could never figure out how to get my models in there.

This is very useful, I'll be sure to give it a try for my future items.
Hellequin 31 Dec, 2014 @ 8:19am 
This looks like it belongs in CS:GO not TF2
n11 31 Dec, 2014 @ 7:51am 
I have had to split up my post because it wouldn't let me post it. Read from the top down.
here is an example of the types of things you can do in sfm:http://i5.minus.com/iP0hHNIFTJXKH.png
(dont worry its not a download for a virus)
n11 31 Dec, 2014 @ 7:48am 
Just a tip: i would render your model in sfm. Its quite simple. Go to the following directory:
C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\models\workshop\<your model folder>
and copy an paste the entire folder in sfm here:
C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\tf\models\workshop\<your model directory>

NOTE: ITS VERY IMPORTANT THAT THE FILE STRUCTURE IS THE SAME IN THE TF2 DIRECTORY AS IN THE SFM DIRECTORY, OR THIS WONT WORK.
n11 31 Dec, 2014 @ 7:48am 
Now do the same with the textures:
Find the textures in "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials\models\workshop" That have the same texture name as your model folder. They will be a .vmt and a .vtf file. Copy and paste those to sfm: "C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\tf\materials\models\workshop"
n11 31 Dec, 2014 @ 7:48am 
ill say this again: you have to have the exact same folder structue as in tf2 for both your materials and models for this to work.

When you have done this, open source filmaker and click "create a new animation set for a model in the animations tab. set the search folder from usermod to tf and in the filter box type the name of your model.
n11 31 Dec, 2014 @ 7:48am 
If its not there then make sure the files are in the right place. If the materials are gone make sure that they are also in the right place. When you load the model, you should see it in the air. (add a map by right clicking the viewport > import map. Move by clicking the viewport and using the WASD keys) To get the knife onto the spy's hand, look up a tutorial about attaching hats to models in sfm. Attaching weapons works nearly the same way.

Sorry about the long post, hoped you learned something.
n11 31 Dec, 2014 @ 7:33am 
the blade looks like its geometry is messed up.
will upvote when you straighten it out.