Pyro from Team Fortress 2


Pyro from Team Fortress 2


Quasimodox did hell of a job with this custom figurine modelled after Team Fortress 2's Pyro. Coolest thing was, he even modded his figurine into a one-of-a-kind candlestick! Check out how he executed this piece from Super Sculpey clay as well as our interview with him.

The model


Pyro looking proud with his kickass candlestick-flamethrower



Backview of a very detailed flame thrower


The build


Super Sculpey - a sculptor's best friend



Some Sculpey III for colours



Parts of the flame thrower, pre assembled



Pyro's mask



Bulking up on foil to make the body



Coming together


The interview

Here's what Quasimodox has to say when we asked him about his custom figurine:


What an awesome figure! Why did you choose to model Pyro of all characters?

-I always love Valves games. Their games are always creative and revolutionary. After I finished the Alyx figure, I found Team Fortress 2's art style quite interesting, yet nobody made any figure based on it. With the candle holder idea in mind, I chose Pyro as my next project.


We understand that you work with clay, what brought you into the world of clay sculpture?

-I always find working in 3D gives me more freedom. I used to work with ceramics back in college. I love making sculptures but I had to drop the hobby since I don't have a kiln. Then I discovered Sculpey, which allows me to make sculptures without buying all the professional equipments.


The parts look extremely detailed, especially the flame thrower. How long did it take, and how much effort did it involve?

-I am not sure how long did it take, I easily forget about time when I am focusing on something. There were surely a lot of sanding and gluing though.

What does it feel like, to put the finished figurine on display?


-It's awesome, especially when people give me compliments. Yes, I love those attentions, there, I admitted it.


That looks like the toilet. What a place to put your sculpture! Any reasons for that choice of location?

-I actually put the figure on my book shelf, I just took the picture there because my bathroom has the best lighting.


Any words for people aspiring to follow in your footsteps - is it difficult to pick clay modelling up?

-It's easier to do things you enjoy doing. Practice and be patient.




You might want to check out his blog over at Gametrailers, he has a few customs up, including an Alyx Vance figurine.

Nicely done bro. Quasimodox is also a member on our forums, so if you like to make models...
click here to join our forums!

How to convert game models into papercraft


A paper model ripped from 3D data from Command & Conquer


We sure think it's uber awesome to be able to convert game characters and 3D model data directly onto papercraft sitting on your desk. You might not realise this, but many of the gaming paper models floating out there on the world wide web are ripped directly from in-game data.

Take this for example:


Jan from http://kapsh-twopointzero.blogspot.com/ used 3D models directly off a Super Mario game to create these cool iconic dices.

Here's how you can do this
, a tutorial written Fico86 from our forums. He runs a blog on Command & Conquer paper models, so remember to head on over to C and C Papercraft to show him some lovin' that he deserves.



The following tutorial was written with respect to ripping models from Command & Conquer, but you can apply similar principles to selected games.


What u will need:


- the game itself installed on ur computer.
- Big importer or Xcc Mixer (anyone will work, this is to extract the models from the .big or .dat files in ur game folder)
- 3ds max (this one might be a bit difficult to get tongue.gif)
- w3d importer plugin (A 3ds max plugin that allows u to import .w3d files into 3ds max and convert as any other format. The link will also tell u how to use the plugin with 3ds max)

Now a bit on file types:


- .big or .dat -the files that contain all the game assets. think of them as zip files...
- .tga or .dds- Both of these files are pictures that Generals* uses to give the models in the game color or a skin.- There are also some loading screens and buttons and other things in these formats.
- .w3d- this is ur 3d data file. this, together with its corresponding .dds file is what u need to extract to get ur model.

* Generals refers to Command & Conquer Generals

Step 1, extraction of data:

Run the FinalBig editor, or the XCC mixer, whichever u downloaded, and use it to locate ur game folders. For Generals look for W3D.big, ZH is W3DZH.big and Renegade* is always.dat

In there u can extract the models u want, looking for them is hell, cos there is so many of then, and none are properly labeled, but the names give hints, and the FinalBig editor also gives some distorted preview. So u can use those as guide.

After u found and extracted ur model, u will need the texture files to go along with them. For Generals and ZH the textures can be found in the texture.big and textureZH.big respectively. For Renegade it’s also in the always.dat file, with the models.

This first step is the one that requires some tweaking on your part, as the method for extraction differs from game to game. After you've got it sorted out for the game you want to extract files from, the rest of the steps are the same.

Some ways to extract models from popular games:
To extract World of Warcraft Models, click here
To extract Half-Life 2 Models, click here

* Renegade refers to Command & Conquer Renegade.

Step 2, converting of models:


Once u have extracted the data from the game files, u have to use 3ds max and the plugin to import into 3ds max, and from there either u can edit it in 3ds max itself, or convert it to edit it in some other prog.

Step 3, editing the model:

Once u get the data, u have to edit it such that it is recognized correctly by Pepakura Designer, and opened correctly. I personally will convert the model into .3ds in 3ds max and import it in Google sketchup, where I edit the model. This part I cant tell u how to do, cos each model is different. The trick is to make the model be as much as how ur final papercrafts will be. So that means all the hidden lines and faces have to be deleted, new joints have to be formed where necessary, and the faces have to split into different parts to make then buildable. This usually is the toughest part. Once u are satisfied, u can export it into .kmz format and open it in paperkura.


Step 4, getting ur final template:

Once u open the .kmz in pepakura*, if u are familiar with it, u can set the settings, and open up the model. Don’t hope to get a clean set immediately, u would still need to fiddle here and there, open some edges and close other, add flaps remove flaps. And don’t be surprised that sometimes u get some parts short or excess. This happens because haven’t edited the model properly, so u have to go back to sketchup**, and fix it again. And finally u should get something buildable in pepakura, u can print it out or export it. And somethings can never be fixed either in sketchup or pepakura, u have to resort to an image editing software to fix things up.

* Pepakura refers to Tamasoft's Pepakura Designer software.
** Sketchup refers to Google Sketchup

Damn that sounds difficult, but the end results are fantabulous as we have seen. This method does not work with all games but only a selected few. Alot of models builders have found their own resources and ways to rip models off games including Gamecube games, the Final Fantasy series and more, so it's definitely possible.

Every game differs slightly in the ripping method, so do some experimentation, understand the principles and work from there step by step.

If you need help, ask Fico86 on our forums!

How to build SK8 boards

Some important tips

1) Print the template on cardstock or photopaper for the best results.

2) Use art glue. SK8 is a simple model, but it has small parts that need to be fixed on with strong glue.

3) The top of the board is smaller than the bottom. Bend the boards into shape before pasting them together, they should fit nicely if you're using cardstock.

4) While assembling the T shaped axle



It is easier to remove the T shape as an entire square. Score, fold and stick the two halves together before removing the extra material to form the T shape.

5) While assembling the wheels




Cut slits on the wheel face to slide part of the T shaped axle on before gluing it into place.. They should hold nicely that way.

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SK8 series 1 - The Boards



Top view


Bottom view


Click on the images below to download the templates:
If you like these models, please give any of the ads on this page a click if they interest you. It takes only half a second!






SK8 by Jun | Death State by Jun |

CALL FOR ARTISTS! Next board could feature YOUR work!

If you want to make your very own custom SK8board, click here to find out how to participate.


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Series Sk8 - The Display Rack






The display rack comes with 3 additional shelves on the last page of the template, you can add these onto the wedges to lay the boards flat should you choose to.

You can also build more of these and join them up side by side to form an uber awesome display set.

I also designed the top to serve as platform display for a skateboard:



Customize it, stack it back to back, side by side, configure your skateboard layouts in anyway you want. This setup is sure to look great on any desk. I know it worked for mine :D.

Click here to download the SK8 Display Rack

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Series Sk8 - The build and the design.



I happened to be at the Graphics and Design section of the local PageOne store just a few weeks ago and was lucky enough to have a book on skateboard gfx catch my eye. I flipped through the book and thought - Good Gawd! This is da sh*t. It was love at first sight with the uber cool designs on the base of skateboards.

It was obvious that other than serving it's primary purpose, the skateboard has also become a medium of artistic expression for urban artists. Good or bad, it seems like the first thing that defines the attitude of a skateboarder is his board. I mean, picture this guy carrying a pink board with Power Puff Girls - that's instant girlification of him!

So I told myself, hey, if Im gonna do a next line of GFX centered toys, hell yeah, it's gotta be skateboards. A skateboard is like a moving canvas for art.

The Promo Logo

So the first thing I did, was to design a logo for the series. It sounded like a stupid thing to do, I mean, I haven't even got the model out and I'm doing a promotional logo for it?

But hey, I wanted something really urban, and simple to define the look of the series. And then I thought of how netizens always referred to Skate as SK8:



The Display Rack




And then came the search for reference art on Google images. What struck me was how nice rows and rows of boards looked on display racks. Hell, if this was going to look good, it would need a display rack to go with it.

The finished product

Nothing like a DIY video to showcase your works:




Cheers, readers. Hope you liked that. The series will be up very soon.

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