Creating items for Clockwerk
Below you'll find technical information necessary to create a valid item for Clockwerk.


Clockwerk bio

Rattletrap descends from the same far-flung kindred as Sniper and Tinker, and like many of the Keen Folk, has offset his diminutive stature through the application of gadgetry and wit. The son of the son of a clockmaker, Rattletrap was many years apprenticed to that trade before war rode down from the mountains and swept the plains villages free of such innocent vocations. "Your new trade is battle," his dying father told him as the village of their ancestors lay in charred and smoking ruins.



It is a poor tradesman who blames his tools, and Rattletrap was never one to make excuses. After burying his father among the ruins of their village, he set about to transform himself into the greatest tool of warfare that any world had ever seen. He vowed to never again be caught unprepared, instead using his talents to assemble a suit of powered Clockwerk armor to make the knights of other lands look like tin cans by comparison. Now Rattletrap is alive with devices, a small but deadly warrior whose skills at ambush and destruction have risen to near-automated levels of efficiency. An artisan of death, his mechanizations make short work of the unwary, heralding a new dawn in this age of warfare. What time is it? It's Clockwerk time!

Model and texture files

Use the hero model to see your item in context. Download Clockwerk model

Item slots and their budgets

Head
  • LoD0 Triangle Limit: 3000
  • LoD1 Triangle Limit: 1200
  • Texture Size: 512H x 512W
Weapon
  • LoD0 Triangle Limit: 2500
  • LoD1 Triangle Limit: 1000
  • Texture Size: 256H x 256W
  • To support custom weapon swap, your weapon model must be at origin and match the orientation and scale of the reference weapon model.
  • This model should primarily be bound to the bone: weapon_1
Armor
  • LoD0 Triangle Limit: 4000
  • LoD1 Triangle Limit: 1600
  • Texture Size: 512H x 512W
  • The rocket model is positioned onto the armor via a joint which has a fixed position. Your armor must be able to work with the position of the default rocket as well as other rockets from the workshop.
Misc (Rocket)
  • LoD0 Triangle Limit: 1000
  • LoD1 Triangle Limit: 400
  • Texture Size: 256H x 256W
  • This model should primarily be bound to the bone: rocket_1
Ability 2 (Power Cogs)
  • LoD0 Triangle Limit: 2000
  • LoD1 Triangle Limit: 800
  • Texture Size: 256H x 256W