安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






1. Better showcase. Try and show off a lot more, including textures and weapons.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1188606245 Here is a basic guide.
2. Less reliance on stock filters. Filters are useful in creating design bases, but by themselves they look very out of place and messy. If you have a solid design, it would not need any filters.
3. Simplicity. You do not need to fill every texture with a complex pattern. If you look at the texture directory, a lot of the secondary and tertiary textures are solid colors with some subtle TF2 paint splotches. The primary texture should be the one with the most detail most of the time.