The Correct Process!

STEP 1: DRAW YOUR CONCEPT

[creative.adobe.com]

[www.getpaint.net]

[www.gimp.org]

[www.dropbox.com]

STEP 2: UPLOAD YOUR IMAGE INTO AN ONLINE ALBUM

[imgur.com]

[photos.google.com]

[dropbox.com]

[photobucket.com]

[www.flickr.com]

STEP 3: ADVERTISE YOUR CONCEPT

[discord.gg]

[www.polycount.com]

STEP 4: IMPROVE

STEP 5: WORKING WITH THE MODELER

So now that you know you shouldn't start adding top workshop artists saying "I have this great idea!", onto revealing the correct process!To draw your concept, you'll want 1) an image editor; and 2) reference images.Here are some image editors you can use:(requires an AdobeID)Here are some reference image resources you can use:(compiled by fuzzymellow Have the reference image on one of the bottom layers, and illustrate your concept on one or more upper layers. That way you can use the eraser tool without altering the reference image. For a more in-depth guide on illustrating concept art, see Good Looking TF2 Concept in Just 5 Steps by IJCT Reference images are not always needed - some of the above concepts were drawn by hand and scanned in. As long as your drawing effectively conveys what you want the item to look like, you're doing things just fine.Keeping an album that stores your unclaimed concepts is extremely beneficial in the long run. Each time you publish a new image, you can make a subtle plug to this album so modelers can easily see all your concepts in case they missed it the first time you posted it.Here are some online album hosting services:Now that you have a concept art album with at least one piece of art in it, it's time to join a community!It doesn't matter how good your concept art is if nobody sees it - you must put as many relevant eyes on it as possible. Many TF2 modelers (your target audience), texturers, and concept artists frequent the same forums. The more you establish a reputation in said communities, the more likely someone's going to be interested in your work.One thing to mention: don't worry about someone stealing your idea. Remember, ideas are worthless, and you've already done the legwork in creating concept art. Workshop artists are going to give credit where credit is due if they see an item they're interested in modeling.Here are some communities you can take your concept art to:- Post your concept art in the #unclaimed channel. There is also a #tutorials-and-help channel that provides additional resources for you to learn how to make TF2 items.You can also try Polycount's TF2 Workshop thread and the Steam forums , however those are less reliable for concept art exposure.Post each image only once, unless you've made significant alterations to an existing one. Workshop artists are some of the most chill people you'll meet; but if you don't show a desire to improve and/or a willingness to listen, you'll likely be ignored.Once you've posted your image(s) to a community, be prepared for and open to criticism. Feedback is a good thing! If you genuinely want to contribute to the TF2 workshop, take the comments from others, and work to improve both on your existing concepts and new ones you create in the future. Sometimes your ideas are impossible to implement, or require significant alterations to be viable - don't be afraid to redraw existing concepts multiple times. Often something as simple as a modified color palette or other minor tweaks is all it takes for a 3D modeler to see your vision of it being in-game and claim it.If someone claims your concept, ROCK ON! The hard part is over. The modeler will do their thing, involve a texture artist if needed, ask you questions on details, and get it all ready to submit to the workshop. Be patient with them; often it takes several weeks, a month or even more for the modeler to finish it depending on their schedule. If you think the modeler has forgotten, don't be afraid to follow up with them, and put your concept back into your online album if they've changed their mind (yes, it's unfortunate, but sometimes it does happen).When the item is ready to be submitted to the workshop, you get to discuss revenue allocations.(maybe a little more if the concepts are REALLY good). This number is wholly dependent on how much you contributed to the actual project. Again, ideas are worthless; it's the concept art that you're getting allocated revenue for.Once you've accepted revenue allocations, the workshop item is submitted. From there it's up to the community to vote on whether they like it or not, and up to Valve to accept it into the game.