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Outlines on Models
- A Tutorial for Team Fortress 2
This is just a tutorial on how to get outlines on your custom models.
IMPORTANT: This method of adding an outline will double the polycount of your model for reasons you will find out later on.
This tutorial is for 3dsmax and does not explain how to go about creating a model, however, in the tutorial we will be using a simple box in order to demonstrate quickly, simply and effectively the method to create an outline for a model. This is inspired by the invader zim models on Garrysmod.org.
First you will need to make a simple box in 3dsmax and apply whatever texture to it. I am deciding to give my box this burnt orange texture. :D
![Orange box](http://i1141.photobucket.com/albums/n586/DanielCampbellArt/outlines_01.jpg "Orange box")
You now need to make a clone of the model and apply a push modifier to it.
I suggest a push value of 0.5.
Now apply a flat black texture to it.
The last thing you need to do is go to:
Modifiers > Mesh editing > Normal Modifier
Go into the settings for the normal modifier and tick the box to flip normals.
After this it should look a little like this in your preview view port:
![The second picture :D](http://i1141.photobucket.com/albums/n586/DanielCampbellArt/outlines_02.jpg "Blackness")
To make sure, set your render environment to a lighter colour and do a render.
It should appear as so:
Compile your completed model (not covered in this tutorial) and load up the model viewer. I strongly suggest you set the outline VMT file to be "unlitgeneric", and of course the textured mesh will be a "Vertexlitgeneric".
Here is a screenshot of the final result once I had compiled it:
!(http://i1141.photobucket.com/albums/n586/DanielCampbellArt/outlines_04.jpg "Final Model")