PLEEEEEEEAAAAAAASE READ!!!! SUPER IMPORTANT COMMENT! At 1:38 I select the body fast by going to Edit Mode, hovering over the body and pressing L My biggest mistake in life was to not include this piece of information in the video!
@@CastalliaFTW It works but not as easily as with the old models. You need to be more careful since some faces are randomly disconnected from the others
after pressing L and selecting the body, you then separate it somehow, and then select the bolts inside by doing different layers or something. Im trying to work it out, perhaps you could describe the next steps briefly or shortcuts used?@@viperskins
Awesome, been going through nonsense tutorials, missing steps or massive assumptions - but this is perfect, and also answered the other 2 issues I have having. Massive thanks...
learnt another few pointers from you😀, I've been messing with this concept via BDSF principles, Image texture nodes with vector mapping and texture coordinates (can be confusing at times lol) but tbh your way makes it a breeze !!! keep up the great content comrade!!! lookin foward to the next vid.
@@viperskins hmm, is there any way i could like somehow make a skin template, so i would know where to draw to get the designs to fit on the gun better? im very new to this and do not know much
I have made an entire tutorial series on how to create skins from start to finish. You can start by watching the 1st video: ua-cam.com/video/S5MfMvxIq5M/v-deo.html
What you did was really great. I would like to ask how my awp skin, like you, has its own diffusion map instead of the original map. How to adjust in the creative workshop?
What should I do if when I open GIMP I get the following message: "Image editor cloud not be launched, ensure that the path in User Preferences > File is valid Blender has rights to launch it".
BROOOOOOOO, WHY!!!!!!!!!!!!!!!!!!!!!!!!!!! WHY DID I JUST MAKE A FRICKING CS2 SKIN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Thanks dude, your a life saver, or a skin maker saver! lol
I would like to ask how the barrel of my awp skin has its own color map instead of the original gray map like you. How to adjust in the creative workshop?
With the object selected, tab to enter object editing mode, with the mouse on the part you want to select click L and after you have selected P, first option, for more selections it is necessary to use the shift to not lose the previous selections , for manual selections you use the left click, you can use several types of selections using W, he made a series making a glock, take a look there, this series helped me a lot at the beginning.obs: in models for cs2 the selections are much more boring to make, the L does not select whole parts as in the old models
As Mr. DanielSilva said... He explained what I did beautifully. Thank you! Sorry for speeding up the process in this video, but I didn't want to waste too much time on it since i explained the process before. If you're interested please check out this video, which is the 1st video of a tutorial series i made a while back about skin making: ua-cam.com/video/S5MfMvxIq5M/v-deo.html
Working with blender is much easier to create skins than guessing the uv map😂 Im working on reviving an old game and their gun model sometimes shares same uv in different parts which i wonder if we able to get a fix for this, using different uv mapping on the same model or needed to be a new model..
@@viperskins yes it's still cs related, more likely an heavily modified cs source with its unique settings blending alot fps mechanic gameplay aspects in 1
texture slots is not showing up on my right side when i need to go make the base color EDIT: recent blender update they moved it to the top of the 3d viewport
Hello Viper. I am designing a skin for Glock-18. I want to use a separate image for the side of the gun and a separate image for the top, but they are intertwined. How can I do it separately?
You'll need to follow the process described in the video twice, once for the sides and once for the top (different image each time). But you'll need to be careful and I suppose you'll need to manually fix lots of things. It won't be easy. I suggest that if you can keep the top without an image of its own it will make your life easier
How does the process work of continuing the painting? Say if I get the body done, but want to move onto the barrel or scope, how can I also apply my artwork onto that while keeping the body complete as well? I've tried to do it, but nothing seems to be working and I've had to redo the model over and over again.
Apply your painting on one part and save the result in an image. Apply another painting on another part and save the result again in a different image. Do that for all parts, and then combine the different images in a 2D photo editing tool (Photoshop, GIMP etc...)
@@viperskins Thanks a lot! I was also wondering for paint kits, since I ran into this issue; how would I go about keeping the default textures on the weapon? For instance, one part is painted, but another has the original CS2 texturing.
Yes, but I suppose that with the neo noir skins the creator did it much more carefully. Remember that you don't have to apply the entire image in one go. It's preferable to separate the image into parts and apply separately
This is really frustrating if you're using photoshop, it just does not work. When you go to export back to blender, it isn't already named and located correctly, so you cannot get it back into blender. No matter what I do, It just defaults to what it wants to name it and is in my documents lol. Awesome tutorial though, very helpful with everything else thus far :)
When you click Quick Edit photoshop should open an existing file that Blender creates. When you finish editing you should export the same file with the same name and location (Override the file). You shouldn't rename the file to something else.
@@viperskins Thanks for the quick reply! That's the problem, photoshop does not automatically name it, unfrotunately. if you go to export it without changing name, it's just not the correct one.
@@shcaboose The thing is that Blender creates the file, so when photoshop starts the file already exists. Make sure that you save your Blender session before you click on Quick Edit. Then you can find the image in the same folder of your .blend file. When you export choose that file that Blender created in the folder where you saved your blender session. Let me know what happens
nothing happens when i try and drag the layer into the layer group. i havent found any fixes please help. when i hover over layer group with the layer nothing gets highlighted or anything and when i release my mouse button it just does nothing.
I'm not sure i understand the issue. Can you please point out which part in the video you're trying to follow that's not working? Also, are you using GIMP or another tool?
im having the same issue, its around 5:30 where I drag the render into the layer group but I dont see it go into the layer group, and if I continue with the tutorial it doesnt seperate it and I still draw all over the first layer rather than just the render@@viperskins
I have a problem I edited with photoshop, but when I want to apply it in blender, the textures or the image that I have used in photoshop do not load well
When i hover over a face and press L that face gets selected alongside all the faces linked to it in the UV sheet. However I remember that not long ago you asked about CS2 models. If you're using CS2 models then due to the changes they've done to the UV sheets selecting faces this way doesn't always work well.
Look at the top corner of the right-side half of the screen and make sure that the dropdown list is set to "Texture Paint". I have a feeling that for you it's set to Object Mode. Let me know if that was it
The version i use in the video is 3.2.1. I still didn't try Blender 4 but I know (From the many comments I received) that the Texture Slots was moved to some other place. It's still under the Texture Paint tab but needs to be looked for. Is this what you're struggling with?
not sure why but i can't seem to get my image from photoshop back to blender, it's not showing up. i'll have to download gimp and see if i can get it to work that way. cool video
I doubt that the issue was with PS. Usually when the Apply button doesn't work it's because there's a mismatch between the name of the image Blender created and the name of the image the external tool created, and this happens only if you rename the exported image to something different
yeah I wasn't renaming or moving where the file goes, it kept applying something but it was just darkening the model in blender when I hit apply. Not really sure what I could have been doing wrong.@@viperskins
Hey man, i have a question, how did you merge the layers from the colection (awp1 and awp 2), because i cant merge them and the image will apply only on the awp 1, while the awp2 (the screws of the awp) will remain default
Don't separate the screws from the body. Also (More importantly) make sure the screws have the same material as the body (The material that eventually receives the image). If you're creating a patina skin then the screws will always remain default (Like the end-result shown in the video)
A selected object in Blender is highlighted with yellow. I suggest that you disable the rendering for all parts that you don't want painted, hide them, select the parts that you want and then click Quick Edit
HI, I followed all of the steps for the video but made a skin for a p90 instead of an awp. After i uploaded the vtf file to the workshop the skin covered the whole gun instead of just the stock. The vtf I put in was of only the parts that were covered by the image so I dont know why it is covering the whole gun. Do you have any idea of what I might have done wrong?
Sorry for the delay, but I thought if i answer you with a video it would be better! Watch this video to see how to bake the textures and save the TGA files that will be uploaded to the game: ua-cam.com/video/Eq-KxkTfpds/v-deo.html
Hello again, I have one problem with editing, I will explain, when I finish my editing and close either blender or photoshop so next time when I open same stuff which is skin in photoshop and blender model(everything is the same) but when I'm editing skin once again and then click apply it's says "could not find image", do you know how can I fix it?
I usually like to finish the editing in the same session (Meaning that I don't save and resume again later), so I don't remember getting that error before. It seems that when you close Blender it forgets the association that it creates between the model and the external file. A fix that seems logical would be to click on Quick Edit again. This will create a new file that Blender will associate with the model. You go back to your photoshop session and continue editing as if all is good. When you're done, export the png image with the name of the new file that Blender created when you clicked "Quick Edit", and then click Apply. Let me know if that fixes it for you
When i try to rescale the image via scale tool the result is that the image stays in the background in the initial resolution. So when i move the image layer to layer group i see in the weapons body the area of the image in the initial input.
does this only work if the top of your image texture has flat colours? What do you do when it has some detail, the top part of my model keeps getting the texture stretched
top and bottom parts can be tricky. if they have too many details then you might want to consider doing the same process for the top separately (Maybe also reenable the normal falloff and occlude and backface culling if you do the top separately). You need to play around with it
@@viperskins i don't actually know, blender just says that it can't find and then the name of the file i saved, so im just confused on why it cant find the image, when it already know the file name
@@idajessen7075 When you click Quick Edit Blender creates a new image and opens Krita with that image. You then do your changes and when you're done you should export the image with the same NAME and the same LOCATION of the image you edited. Krita will ask you if you want to replace the image with the version you're exporting and you should say yes. Is this what's happening with you? Because if not then the process will not work
@viperskins it did asked me if I wanted to replace it, but maybe I've changed the name somehow, I will try again, but thank you so much for the help :D
I think some people made skins using the CS2 models and uploaded picture only from their 3D tool like Blender or 3DCoat. But no you can't make a proper submission without access to the new workbench. Personally I'll just wait until i get access to CS2, and then will start using the new models
When you're in the texture paint tab make sure that on the top-left of the right half of the page, make sure that it's set to Texture Paint and not Object Mode or anything else
Im new to all of this. As soon as I brought it over to gimp I have the awp in the middle of the screen but no sidebars with tools or my layers. I have no clue why they are not there
Hello, great video! I am having one issue though: everytime I import the skin to blender from Gimp, it comes out different to what I had in the first place. Why is that?
@@viperskins Thank you for the reply. I followed the steps and exported the file of the skin from Gimp into blender and when I open it up in Blender, the skin color looks faded out and lighter in comparison to what I had on GIMP. For example, I used a red skin to test it out and it came out pink after exporting the skin to Blender. Also, some of the designs from the image I chose for my skin looked like they got cut off after it was exported because it wasn't showing up on the gun afterwards.
@@KnullVal As for the color it's because of the lighting of the scene and the roughness of the material. It will become better if you set the roughness to the maximum. But you don't even have to do that because for the painting part of the skin you can simply use the image that was created after the application of the skin (The one that appears on the left side after you hit Apply). As for some parts getting cut off, make sure that these parts have the same material as the rest of the parts on which the painting did get applied
Have you gotten the CS2 OBJs yet? I was playing around with one to start and it seems like there are WAY more lines to remove and dismantle the gun. Do you know of a quick way to do that? For example the AWP's scope alone is insane how many polygons there are lol
Yes the new files are a headache to work with! However you don't have to click one face at a time to select everything. Hover over the part you want to select and press L. In the old obj files that used to select the entire part wonderfully, however now you need to do more clicks. Don't forget also that you can go to X-ray mode and choose many faces at once. I'll be making a new tutorial about CS2 soon. Stay tuned!
It seems that you are using Blender 4. They changed the place for the Texture Slots. Look for them in the same tab, from what I understand they are supposed to be somewhere in the middle
@@viperskins other question how could I use image and color other parts? I tried but I didn’t show up in the cut view Or could I use different images on different parts?
when i do the thing about bas color i dont have the shaders like this even with the right view selected and mode. Also how do you export then de the final image. I have a good deisng I wanna do for zeus :)
Maybe you're using Blender 4? In this video i'm using Blender 3.2.1. If your skin only consists of the painting that you apply then simply save the base color image and that's it! Otherwise you'll need to bake an albedo map. Watch my new tutorial if you need help with that: ua-cam.com/play/PLzsdBCbed-wSnl8r1W3jVtvyMAZ2azwNq.html
@@viperskins thanks, i did the thing well but now when i export and wanna it updated in blender nothing happens XD danr i had interesting design, i have 2 designs to put together on main part of the Zeus and paint the other little parts :D if you wanna see a screen tell me ^^
It's because of the lighting in Blender. Remember the place where I told you to look for the metallic value? That same node also has a "Roughness" value. Set it to the max and it will fix it. BTW if you're only using your painting as your skin then you don't even need to bake your UV. Just use the color image that you got after applying the paintintg
If you set the roughness of the material to the maximum it will be less blurry. However you don't need to bake the image just use the color image that you got from the painting application and you're done. And if you have to bake (Your material is also textured) then use the diffuse option in the Bake and you'll get an unblurry image.
When I try selecting the background image at 6:30 , Gimp keep selecting the image layer over the weapon itself rather than the whole image. How do i fix this? Also how do I keep gimp from keeping image ration when I adjust the size?
I think your problem is due to the fact that you have the weapon selected while scaling the image. Make sure nothing is selected by pressing Ctrl+Shift+A. You keep the ratio of the image by pressing shift while dragging. If you press Ctrl+Shift it will also keep the image at the center
Are you using Blender 4? Because if so then they seem to have changed the spot for Texture Slots (I think it's somewhere in the middle of the panel now. Not sure since i still didn't download it)
@@g.n.r.5082 Currently I use version 3.2.1. But you don't have to change to my version. It's supposed to be the same concept but you need to figure out where things moved to in version 4
but how you create a uv map that "matches" with the default uv map from cs2 weapon geometry? when I bake the texture and test in cs2, it always looks chaotic. :(
@@viperskins I’m really using the correct map. My first project works well but it was so simple (like 2 non textured colors). But in my currently project I disassembled the object in a lot of pieces and I use 3 3D textures (carbon fiber, rubber and plastic) and 1 metallic (copper). After that I join all the pieces. Then the the bad magic happens :( The uv map generated is not the same as the default. If this is not enough, I just can’t understand how to bake those special textures like metallic, carbon fiber, etc. The bake can’t read the textures, I tried glossy, diffuse, combined, emit and nothing worked. The baking only reproduced the "color base" like orange for copper and black for the carbon fiber, 0 details.
@@777x-o4u wait.... Are you creating your own UV map? You shouldn't make any changes to the UV map of the weapon model. Disassembling the model is not supposed to change the original UV. As for the baking part, please watch this video, which is the 3rd part of my CS2 skin tutorial series. It's supposed to answer your question. If not let me know. The video: ua-cam.com/video/Eq-KxkTfpds/v-deo.html
@@viperskins Thank you for your attention! No, I don't. I just tested here. Until I disassemble, the uv map works fine. The problem comes up when I add a texture from blenderkit to the parts. The UV map becomes an overlapping pile of all weapon parts that cross the image boundary (2048x2048). That's when I try unwrap, which ends up shuffling the pieces and even creating new ones
@@777x-o4u I'm not familiar with how Blenderkit works, but if it messes with the UV map then I'm afraid you won't be able to use it (At least not directly on the weapon model). But in any case you shouldn't unwrap again
when I do the step from 6:28 to position the painting for the gun it moves also the gun with the image. I do the same as you and idk why it's like that. Any thoughts?
I believe you used the Scale tool on the Layer Group instead of using it on the painting layer. Make sure that only the layer that contains your painting is selected, and not the layer group
www.counter-strike.net/workshop/workshop Scroll down and click on Resources, then download the new models (I think it's the second link, it has the word 'New' in the name)
All you need is to export the image. Don't change the name of the image. As to how to export from Photoshop i'm sure there are many videos on UA-cam that explain how, but I suppose it should be straight forward
@viperskins Tbh I tried just with the normal save and export without changing stuff didn't work. I've been searching aswell in the internet but it doesn't work. It works with Zbrush though, but the software is just meh.
@@RiottaBash From my experience the process doesn't work when you export the image with a new name (Instead of the original name that Blender creates). As for zBrush, you think it's meh? I haven't tried it but I am quite interested in it. What didn't you like about it?
@viperskins To be honest Zbrush is great for CS skins in general, however the software feels super outdated, no fast process work setup and super super super complex to the point that it is unnecessary. Blender for that matter is easier.
@@RiottaBash That's quite good to know. I've always been interested in the tool but haven't tried it yet since I'm not good at sculpting or drawing in general. If it has a free trial version I might give it a try and see how it feels
If you're asking if you can follow the same steps on the same image more than once then yes you can. Just add multiple layers in GIMP on the image of the model and then click Apply in Blender. If you're adding a texture image in Blender then this can be a bit more tricky but doable. You will need to use a Mix Color node and connect the image created by GIMP and your other Texture Image node to it, and then control the mix through the FAC of the Mix node
@@viperskins kinda i figured out how to do it that way after restarting but i was asking if you could have multiple layers in blender for separate parts of the gun. appreciate the reply though :)
Hey Viper, really great tutorial as always! But i'm running into an issue after saving the image and applying it. The image saved in the same location with the .blend file and i just kept the file name the same, just like you said. But when i try to apply the image to the model in blender it doesn't appear. The texture image does however appear on the paint tab which does tell me the image was successfully saved and applied but it just doesn't show on the model itself. Would love some help with this!
@@viperskins Yeah, the color of the Base Color node is connected to the Principled Shader's node base color. This is very weird since i've checked pretty much every step i took up until that point and everything seems to check out. I will probably completely redo the whole process sometime later today and see if the issue still persists. I'm also thinking it might be linked to the fact Blender is currently on version 4.0 (which im using) and the tutorial is still around version 3.6 so there might be something changed/different there that might work a bit differently in the newer version?
I can offer you to contact me on my social media accounts and send me screenshots there, since it's hard to troubleshoot something like that in the comments. You can send me on Facebook or Twitter (You can find both in the About section of my UA-cam channel)
PLEEEEEEEAAAAAAASE READ!!!! SUPER IMPORTANT COMMENT!
At 1:38 I select the body fast by going to Edit Mode, hovering over the body and pressing L
My biggest mistake in life was to not include this piece of information in the video!
pin it so it will show on top of the comment section
@@radoslaw0 I thought I did! Thanks for the comment
@@viperskins its not working with the new models of cs2
@@CastalliaFTW It works but not as easily as with the old models. You need to be more careful since some faces are randomly disconnected from the others
after pressing L and selecting the body, you then separate it somehow, and then select the bolts inside by doing different layers or something. Im trying to work it out, perhaps you could describe the next steps briefly or shortcuts used?@@viperskins
Underrated channel wish you the best and as ohnipixel said before: this guy know exactly how to make a good skin 💗💗💗
Thank you so much for the nice comment. It really means a lot to me!
And I am going to draw now. You're always a life saver. I learnt many things from you tbh. I created my first skin from watching your videos.
It makes me very happy to know that I have helped! Best of luck and always feel free to ask if you have problems
I was literally trying to figure this out yesterday lmao the delivery!
I'm glad I arrived just in time :)
@@viperskins Yea it was really helpful, thank you!
And I definitely like this skin. You will definitely get recommendation about it getting selected.
Thank you!
Viper does always come to the rescue!!
;)
Awesome, been going through nonsense tutorials, missing steps or massive assumptions - but this is perfect, and also answered the other 2 issues I have having. Massive thanks...
learnt another few pointers from you😀, I've been messing with this concept via BDSF principles, Image texture nodes with vector mapping and texture coordinates (can be confusing at times lol) but tbh your way makes it a breeze !!! keep up the great content comrade!!! lookin foward to the next vid.
I'm glad my video helped :)
nice work! amazing job,i was looking on how to do this for years now
I dont know anything about csgo but i really enjoy your creativity ❤
Haha that really means a lot to me 😊
Thanks for sharing your secrets, it's going to help me a lot.
My pleasure! :)
do you have a resolution you would recommend if i wanted to make art to put on the usp-s?
Not really. The most important thing is to avoid scaling the image too much to fit the weapon
@@viperskins hmm, is there any way i could like somehow make a skin template, so i would know where to draw to get the designs to fit on the gun better? im very new to this and do not know much
What are the next steps after this?
I am new to this and not sure on what to do after this step.
Please help 🙏
I have made an entire tutorial series on how to create skins from start to finish. You can start by watching the 1st video: ua-cam.com/video/S5MfMvxIq5M/v-deo.html
@viperskins Thank you for the response.
I'm using the latest version on blender but cannot get TexTools imported.
Any idea on how can I fix this?
What is TexTools? I'm not familiar with that term
What you did was really great.
I would like to ask how my awp skin, like you, has its own diffusion map instead of the original map.
How to adjust in the creative workshop?
When applying texture bugged out, broke my whole creation and crashed app, very good
"And that's how I made skins"
- Someone who watches Viper Skins
Hahaha.... When your grandkids ask you about your amazing skins :P
You do amazing job maaan, thank you!
What should I do if when I open GIMP I get the following message: "Image editor cloud not be launched, ensure that the path in User Preferences > File is valid Blender has rights to launch it".
Thanks for the awesome video!
BROOOOOOOO, WHY!!!!!!!!!!!!!!!!!!!!!!!!!!! WHY DID I JUST MAKE A FRICKING CS2 SKIN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Thanks dude, your a life saver, or a skin maker saver! lol
:) thank you kind sir.... Though I'm not sure what the screams in the beginning of the comment were about!
lol srry
@@viperskins
I would like to ask how the barrel of my awp skin has its own color map instead of the original gray map like you.
How to adjust in the creative workshop?
@1:39 what exactly did u do to get the blue black and orange lines to be able to seperate the awp body from the rest of the model?
With the object selected, tab to enter object editing mode, with the mouse on the part you want to select click L and after you have selected P, first option, for more selections it is necessary to use the shift to not lose the previous selections , for manual selections you use the left click, you can use several types of selections using W, he made a series making a glock, take a look there, this series helped me a lot at the beginning.obs: in models for cs2 the selections are much more boring to make, the L does not select whole parts as in the old models
As Mr. DanielSilva said... He explained what I did beautifully. Thank you!
Sorry for speeding up the process in this video, but I didn't want to waste too much time on it since i explained the process before. If you're interested please check out this video, which is the 1st video of a tutorial series i made a while back about skin making: ua-cam.com/video/S5MfMvxIq5M/v-deo.html
Hey, could you please make a video explaining how we can create and submit a graffiti in the workshop? 🙂
By "graffiti" do you mean sprays? If so then that's in the TODO list, but first i need to get CS2 access to be able to play around with it :)
@@viperskins yes, sprays, sorry. So when you get the access please could make a video? Thanks 🙏🏼
Will do and will reply to this comment when I publish the video ;)
@@viperskins thanks soo much!
This is an amazing tutorial, very clear. Thanks a lot!
Working with blender is much easier to create skins than guessing the uv map😂
Im working on reviving an old game and their gun model sometimes shares same uv in different parts which i wonder if we able to get a fix for this, using different uv mapping on the same model or needed to be a new model..
Just to make sure I understand, when you say "reviving an old game" are you still talking about CS?
@@viperskins yes it's still cs related, more likely an heavily modified cs source with its unique settings blending alot fps mechanic gameplay aspects in 1
When I apply it darkens the whole image in blender and will leave black streaks at the top, how do I fix this?
Thanks for this. I just learned how to add colours and textures to blender, I was wondering how to do this. Very useful video.
Fart it
texture slots is not showing up on my right side when i need to go make the base color
EDIT: recent blender update they moved it to the top of the 3d viewport
I'm happy that you figured it out yourself
it doesnt apply for me, i just pressed control a and control e exported it and pressed apply and nothing happened
Nice vid man!!❤
Thank you for this! And all the other videos. I started making skins because of them.
My pleasure man. Best of luck 😊👍
Hello Viper. I am designing a skin for Glock-18. I want to use a separate image for the side of the gun and a separate image for the top, but they are intertwined. How can I do it separately?
You'll need to follow the process described in the video twice, once for the sides and once for the top (different image each time). But you'll need to be careful and I suppose you'll need to manually fix lots of things. It won't be easy.
I suggest that if you can keep the top without an image of its own it will make your life easier
How does the process work of continuing the painting? Say if I get the body done, but want to move onto the barrel or scope, how can I also apply my artwork onto that while keeping the body complete as well? I've tried to do it, but nothing seems to be working and I've had to redo the model over and over again.
Apply your painting on one part and save the result in an image. Apply another painting on another part and save the result again in a different image. Do that for all parts, and then combine the different images in a 2D photo editing tool (Photoshop, GIMP etc...)
@@viperskins Thanks a lot! I was also wondering for paint kits, since I ran into this issue; how would I go about keeping the default textures on the weapon? For instance, one part is painted, but another has the original CS2 texturing.
This is basicallly what you have to do when you want to create a "custom paint" skin like the Awp Nee Noir, right?
Yes, but I suppose that with the neo noir skins the creator did it much more carefully.
Remember that you don't have to apply the entire image in one go. It's preferable to separate the image into parts and apply separately
I like how you show and explain everything fast and correctly. I love your tutorials
not exactly related to the vid but do you know how to put skins that are already in the game in blender? i wanna make some neo noir awp renders
This is really frustrating if you're using photoshop, it just does not work. When you go to export back to blender, it isn't already named and located correctly, so you cannot get it back into blender. No matter what I do, It just defaults to what it wants to name it and is in my documents lol. Awesome tutorial though, very helpful with everything else thus far :)
When you click Quick Edit photoshop should open an existing file that Blender creates. When you finish editing you should export the same file with the same name and location (Override the file). You shouldn't rename the file to something else.
@@viperskins Thanks for the quick reply! That's the problem, photoshop does not automatically name it, unfrotunately. if you go to export it without changing name, it's just not the correct one.
@@shcaboose The thing is that Blender creates the file, so when photoshop starts the file already exists.
Make sure that you save your Blender session before you click on Quick Edit. Then you can find the image in the same folder of your .blend file. When you export choose that file that Blender created in the folder where you saved your blender session.
Let me know what happens
Why GIMP 2.10 Do not work same as Viper?
nice man keep it up!
Dude, can you please SAY OR SHOW WHAT BUTTONS YOURE PRESSING
1. Read my pinned comment
2. Watch my newer videos and you'll see that i say AND write everything I do
Viper you are my hero
:D
The skin looks awesome!
Thank you!! I will wait for the CS2 acess, apply it there and submit it :)
what if i want to do this to more than one pieces in my gn cuz i did and its not showing on my uv,what can i do???
Do the process for every piece, and after every time save the result in a different file then combine all the results in Photoshop or GIMP
nothing happens when i try and drag the layer into the layer group. i havent found any fixes please help. when i hover over layer group with the layer nothing gets highlighted or anything and when i release my mouse button it just does nothing.
I'm not sure i understand the issue. Can you please point out which part in the video you're trying to follow that's not working?
Also, are you using GIMP or another tool?
im having the same issue, its around 5:30 where I drag the render into the layer group but I dont see it go into the layer group, and if I continue with the tutorial it doesnt seperate it and I still draw all over the first layer rather than just the render@@viperskins
I can`t find the " Texture Slots" ;(
ua-cam.com/users/shortsFkf55wD63T0?feature=share
I have a problem I edited with photoshop, but when I want to apply it in blender, the textures or the image that I have used in photoshop do not load well
What do you get? Does the image get applied in Blender at all? Or does it partially get applied? Do you get any errors?
Maybe you're saving with the base image (weapon part) visible, delete everything except your art and save, I've done this in the past....
when I click apply it does apply it on the weapon but the UV sheet is still blank
Sometimes if you change tabs it can make the UV show the image. If not, then make sure you have the correct image selected (If you have more than 1)
how did you seperate the awp parts so fast? my blender did NOT do that
When i hover over a face and press L that face gets selected alongside all the faces linked to it in the UV sheet.
However I remember that not long ago you asked about CS2 models. If you're using CS2 models then due to the changes they've done to the UV sheets selecting faces this way doesn't always work well.
I follow to a T but the photo is being put on everything that was NOT visible in gimp??
I am working with the CS2 models and made sure my selection was correct before sending to gimp
Make sure that the Color Image is connected to the material of the parts that you want to apply your image on
I have no Texture Slots or something like you my blender has only a few menus strange :S How can i activate this?
Look at the top corner of the right-side half of the screen and make sure that the dropdown list is set to "Texture Paint". I have a feeling that for you it's set to Object Mode.
Let me know if that was it
You are god of it, thx a lot
My pleasure ;)
So what am I missing Im using Blender 4.0 and this is not working
The version i use in the video is 3.2.1. I still didn't try Blender 4 but I know (From the many comments I received) that the Texture Slots was moved to some other place. It's still under the Texture Paint tab but needs to be looked for.
Is this what you're struggling with?
Hell yeah i was waiting for this
Can you please make a video On how to create stickers, i would really love to see those videos 💎💎💎
Done :)
ua-cam.com/play/PLzsdBCbed-wQQTDaqkfRX_mrTaMvIUUpk.html
not sure why but i can't seem to get my image from photoshop back to blender, it's not showing up. i'll have to download gimp and see if i can get it to work that way. cool video
cool i got it to work with gimp!
I doubt that the issue was with PS. Usually when the Apply button doesn't work it's because there's a mismatch between the name of the image Blender created and the name of the image the external tool created, and this happens only if you rename the exported image to something different
yeah I wasn't renaming or moving where the file goes, it kept applying something but it was just darkening the model in blender when I hit apply. Not really sure what I could have been doing wrong.@@viperskins
nice skins:)
Im having some issues gettung the skin applied if i could get a hand thatd be awesome
I'm assuming that you followed the steps in the video? If so, how can I help? What are you getting when you try the steps mentioned in the video?
Hey man, i have a question, how did you merge the layers from the colection (awp1 and awp 2), because i cant merge them and the image will apply only on the awp 1, while the awp2 (the screws of the awp) will remain default
Don't separate the screws from the body. Also (More importantly) make sure the screws have the same material as the body (The material that eventually receives the image).
If you're creating a patina skin then the screws will always remain default (Like the end-result shown in the video)
I followed the exact steps in the video but when I hit apply it only applied the image to the parts that weren’t selected. How do I fix this?
A selected object in Blender is highlighted with yellow. I suggest that you disable the rendering for all parts that you don't want painted, hide them, select the parts that you want and then click Quick Edit
HI, I followed all of the steps for the video but made a skin for a p90 instead of an awp. After i uploaded the vtf file to the workshop the skin covered the whole gun instead of just the stock. The vtf I put in was of only the parts that were covered by the image so I dont know why it is covering the whole gun. Do you have any idea of what I might have done wrong?
Create a separate material for the parts you are painting. This should solve the problem
you can make money if your skins are chosen by the community right?
The skins are chosen by Valve, not the community. But yes, once they are chosen a good income will follow
once i've finished my design, how do i save it in blender to import it in cs2?
Sorry for the delay, but I thought if i answer you with a video it would be better! Watch this video to see how to bake the textures and save the TGA files that will be uploaded to the game: ua-cam.com/video/Eq-KxkTfpds/v-deo.html
Hello again, I have one problem with editing, I will explain, when I finish my editing and close either blender or photoshop so next time when I open same stuff which is skin in photoshop and blender model(everything is the same) but when I'm editing skin once again and then click apply it's says "could not find image", do you know how can I fix it?
I usually like to finish the editing in the same session (Meaning that I don't save and resume again later), so I don't remember getting that error before. It seems that when you close Blender it forgets the association that it creates between the model and the external file.
A fix that seems logical would be to click on Quick Edit again. This will create a new file that Blender will associate with the model. You go back to your photoshop session and continue editing as if all is good. When you're done, export the png image with the name of the new file that Blender created when you clicked "Quick Edit", and then click Apply.
Let me know if that fixes it for you
When i try to rescale the image via scale tool the result is that the image stays in the background in the initial resolution. So when i move the image layer to layer group i see in the weapons body the area of the image in the initial input.
Make sure that you remove all selections by pressing Ctrl+Shift+A BEFORE using the Scale Tool
I don’t have a pc
Can I do it on my iPad? Any other software?
No idea. I don't have an iPad so I never tried. Try it and let us know
He's back!!!
Yes sir!! ;)
does this only work if the top of your image texture has flat colours? What do you do when it has some detail, the top part of my model keeps getting the texture stretched
top and bottom parts can be tricky. if they have too many details then you might want to consider doing the same process for the top separately (Maybe also reenable the normal falloff and occlude and backface culling if you do the top separately).
You need to play around with it
hi, when i try to export my image from krita to blender, and i press apply in blender, it just says that it cant find the image, what should i do?
When you export the image from Krita is the export overriding the image that Blender created when you clicked Quick Edit?
@@viperskins i don't actually know, blender just says that it can't find and then the name of the file i saved, so im just confused on why it cant find the image, when it already know the file name
@@idajessen7075 When you click Quick Edit Blender creates a new image and opens Krita with that image. You then do your changes and when you're done you should export the image with the same NAME and the same LOCATION of the image you edited. Krita will ask you if you want to replace the image with the version you're exporting and you should say yes.
Is this what's happening with you? Because if not then the process will not work
@viperskins it did asked me if I wanted to replace it, but maybe I've changed the name somehow, I will try again, but thank you so much for the help :D
Hello, at minute 2:29 the slots texture window does not appear, help
look at the top, there should be a texture slot thingy in texture paint
ua-cam.com/users/shortsFkf55wD63T0?feature=share
is there any way to post a skin model for cs2 weapon in workshop without having an access to cs2?
no, I don't think so. as it's published from the workshop in game.
I think some people made skins using the CS2 models and uploaded picture only from their 3D tool like Blender or 3DCoat. But no you can't make a proper submission without access to the new workbench.
Personally I'll just wait until i get access to CS2, and then will start using the new models
I'm new to skins but I appreciate you very best tutorials keep it up❤🔥
Thank you for showing this! Also, what is the shortcut for selecting multiple stuff? like the little dots on the awp
My pinned comment answers your question
I have anather problem lol well when i export from blender with images they dissapear ima try and work it out
I'm not sure i understand the issue
well when I save the gun and leave then come back the skin is gone@@viperskins
I don't have the texture paint slot button, its missing
When you're in the texture paint tab make sure that on the top-left of the right half of the page, make sure that it's set to Texture Paint and not Object Mode or anything else
ahh okay, so once i've added the texture paint i want, how do i send it to cs2 workbench to add to the skin?@@viperskins
Im new to all of this. As soon as I brought it over to gimp I have the awp in the middle of the screen but no sidebars with tools or my layers. I have no clue why they are not there
In GIMP go to the Windows Tab at the top, then Dockable Dialogs and from there you can choose what you want to appear in your view
why i don't have texture slots and other missing textures how??
ua-cam.com/users/shortsFkf55wD63T0?feature=share
Hello, great video! I am having one issue though: everytime I import the skin to blender from Gimp, it comes out different to what I had in the first place. Why is that?
Thanks :)
What do you mean by "comes out different"?
@@viperskins Thank you for the reply. I followed the steps and exported the file of the skin from Gimp into blender and when I open it up in Blender, the skin color looks faded out and lighter in comparison to what I had on GIMP. For example, I used a red skin to test it out and it came out pink after exporting the skin to Blender.
Also, some of the designs from the image I chose for my skin looked like they got cut off after it was exported because it wasn't showing up on the gun afterwards.
@@KnullVal As for the color it's because of the lighting of the scene and the roughness of the material. It will become better if you set the roughness to the maximum. But you don't even have to do that because for the painting part of the skin you can simply use the image that was created after the application of the skin (The one that appears on the left side after you hit Apply).
As for some parts getting cut off, make sure that these parts have the same material as the rest of the parts on which the painting did get applied
@@viperskins Thank you for the information! I will try this again after work :D
I Think I got it taken care. Thanks again :D
Does Valve have a warning about using AI-generated visuals?
As a general rule: If you didn't make it don't use it!
@@viperskins Thank you bro.
is there a source for pre-split up cs2 weapon models to speed up this process?
No idea. But what you can do is that every time you dismantle a weapon save it as a separate template in order for it to be used for future skins
I wonder if you can do the exact same with bo2 skins 🤔
I don't think CoD accept community skins, but I'm not 100% sure
the photo editing tool that im using dont open when i click "quick edit"
Sorry for the delay. I was on vacation!
Have you added the exe file of the tool in the preferences?
@@viperskins yes ,i did something now and it worked. I dont know what but good that it works xd. Thanks for the tutorial its great btw.
Have you gotten the CS2 OBJs yet? I was playing around with one to start and it seems like there are WAY more lines to remove and dismantle the gun. Do you know of a quick way to do that? For example the AWP's scope alone is insane how many polygons there are lol
Yes the new files are a headache to work with! However you don't have to click one face at a time to select everything. Hover over the part you want to select and press L. In the old obj files that used to select the entire part wonderfully, however now you need to do more clicks. Don't forget also that you can go to X-ray mode and choose many faces at once.
I'll be making a new tutorial about CS2 soon. Stay tuned!
@@viperskins good stuff, thanks for reply!
Can’t find the basic color step in blender could help?
It seems that you are using Blender 4. They changed the place for the Texture Slots. Look for them in the same tab, from what I understand they are supposed to be somewhere in the middle
@@viperskins thx got it where can I sent I my final skin? :)
@@viperskins other question how could I use image and color other parts? I tried but I didn’t show up in the cut view
Or could I use different images on different parts?
when i do the thing about bas color i dont have the shaders like this even with the right view selected and mode. Also how do you export then de the final image. I have a good deisng I wanna do for zeus :)
Maybe you're using Blender 4? In this video i'm using Blender 3.2.1.
If your skin only consists of the painting that you apply then simply save the base color image and that's it! Otherwise you'll need to bake an albedo map. Watch my new tutorial if you need help with that: ua-cam.com/play/PLzsdBCbed-wSnl8r1W3jVtvyMAZ2azwNq.html
@@viperskins thanks, i did the thing well but now when i export and wanna it updated in blender nothing happens XD danr i had interesting design, i have 2 designs to put together on main part of the Zeus and paint the other little parts :D if you wanna see a screen tell me ^^
@@FlyingRun Did you bake your materials after you finished applying the image?
Do you know maybe why my colors change to more pale when i apply my "painting" to blender?
It's because of the lighting in Blender. Remember the place where I told you to look for the metallic value? That same node also has a "Roughness" value. Set it to the max and it will fix it.
BTW if you're only using your painting as your skin then you don't even need to bake your UV. Just use the color image that you got after applying the paintintg
hey whenever i do this it makes the image on the gun appear less saturated and more blurry, any ideas as to why?
If you set the roughness of the material to the maximum it will be less blurry.
However you don't need to bake the image just use the color image that you got from the painting application and you're done. And if you have to bake (Your material is also textured) then use the diffuse option in the Bake and you'll get an unblurry image.
When I try selecting the background image at 6:30 , Gimp keep selecting the image layer over the weapon itself rather than the whole image. How do i fix this? Also how do I keep gimp from keeping image ration when I adjust the size?
I think your problem is due to the fact that you have the weapon selected while scaling the image. Make sure nothing is selected by pressing Ctrl+Shift+A.
You keep the ratio of the image by pressing shift while dragging. If you press Ctrl+Shift it will also keep the image at the center
Tysm!@@viperskins
How did you put gimp as a quick edited tool for blender? lost on how to do that!
timestamp 4:55
ua-cam.com/video/KXo0nQsRc_4/v-deo.html
2:48 Why can’t I see the Texture slot setting like videos? Is it a bug? Or need a setting?
Are you using Blender 4? Because if so then they seem to have changed the spot for Texture Slots (I think it's somewhere in the middle of the panel now. Not sure since i still didn't download it)
@@viperskins Yes, I use blender 4.
@@viperskinsWhat version do you use?
@@g.n.r.5082 Currently I use version 3.2.1. But you don't have to change to my version. It's supposed to be the same concept but you need to figure out where things moved to in version 4
@@viperskins Thank you for your answer. It's harder to work on than I thought.😅😅😅 I think I need time to adjust to Blender.
Yoooo have you figured out the cs2 tools yet?
I only got the CS2 access 2 days ago so i still didn't get to play around with it. I'll be making tutorials about it soon ;)
but how you create a uv map that "matches" with the default uv map from cs2 weapon geometry? when I bake the texture and test in cs2, it always looks chaotic. :(
It seems you are using the old CSGO models
@@viperskins I’m really using the correct map. My first project works well but it was so simple (like 2 non textured colors). But in my currently project I disassembled the object in a lot of pieces and I use 3 3D textures (carbon fiber, rubber and plastic) and 1 metallic (copper). After that I join all the pieces. Then the the bad magic happens :(
The uv map generated is not the same as the default. If this is not enough, I just can’t understand how to bake those special textures like metallic, carbon fiber, etc. The bake can’t read the textures, I tried glossy, diffuse, combined, emit and nothing worked. The baking only reproduced the "color base" like orange for copper and black for the carbon fiber, 0 details.
@@777x-o4u wait.... Are you creating your own UV map? You shouldn't make any changes to the UV map of the weapon model. Disassembling the model is not supposed to change the original UV.
As for the baking part, please watch this video, which is the 3rd part of my CS2 skin tutorial series. It's supposed to answer your question. If not let me know.
The video: ua-cam.com/video/Eq-KxkTfpds/v-deo.html
@@viperskins
Thank you for your attention!
No, I don't. I just tested here. Until I disassemble, the uv map works fine. The problem comes up when I add a texture from blenderkit to the parts. The UV map becomes an overlapping pile of all weapon parts that cross the image boundary (2048x2048). That's when I try unwrap, which ends up shuffling the pieces and even creating new ones
@@777x-o4u I'm not familiar with how Blenderkit works, but if it messes with the UV map then I'm afraid you won't be able to use it (At least not directly on the weapon model). But in any case you shouldn't unwrap again
when I do the step from 6:28 to position the painting for the gun it moves also the gun with the image. I do the same as you and idk why it's like that. Any thoughts?
I believe you used the Scale tool on the Layer Group instead of using it on the painting layer. Make sure that only the layer that contains your painting is selected, and not the layer group
@@viperskins Thanks man I solved the problem.
Hello! How I can export it ant then import to cs2 workshop tool?
I saw that you found the video but for reference I'll post the link anyway: ua-cam.com/video/Eq-KxkTfpds/v-deo.html
Where do I get the models to import in blender ? 😢
www.counter-strike.net/workshop/workshop
Scroll down and click on Resources, then download the new models (I think it's the second link, it has the word 'New' in the name)
Thanks for the tutorial. Can you please make one for cs2 as well?
In progress :)
how did you select just the body and not the scope or barrel?
In Edit Mode hover over the area that you want to select and press L
@@viperskins i tried that but it wont let me select the entire cs2 skins body at once
Also are you just doing the 2 faces or are you selecting the top and bottom too?
7:37 after I pressed apply the image rendered on the left side but nothing on the right side
with the right side I mean the gun model
Have you unchecked the Occlude and Back Face Culling checkboxes under the Options section?
@@viperskins yup
@@areskice Which weapon are you working with?
@@viperskins the awp
I do not know how to save from photoshop so it appears on Blender after I apply.
All you need is to export the image. Don't change the name of the image. As to how to export from Photoshop i'm sure there are many videos on UA-cam that explain how, but I suppose it should be straight forward
@viperskins Tbh I tried just with the normal save and export without changing stuff didn't work. I've been searching aswell in the internet but it doesn't work. It works with Zbrush though, but the software is just meh.
@@RiottaBash From my experience the process doesn't work when you export the image with a new name (Instead of the original name that Blender creates).
As for zBrush, you think it's meh? I haven't tried it but I am quite interested in it. What didn't you like about it?
@viperskins To be honest Zbrush is great for CS skins in general, however the software feels super outdated, no fast process work setup and super super super complex to the point that it is unnecessary. Blender for that matter is easier.
@@RiottaBash That's quite good to know. I've always been interested in the tool but haven't tried it yet since I'm not good at sculpting or drawing in general. If it has a free trial version I might give it a try and see how it feels
could you in theory do this for multiple parts of the gun. i have a base camo then a textured image to go on top of it?
and could i add texture after adding the image i did it this way and it looks incredibly flat?
If you're asking if you can follow the same steps on the same image more than once then yes you can. Just add multiple layers in GIMP on the image of the model and then click Apply in Blender.
If you're adding a texture image in Blender then this can be a bit more tricky but doable. You will need to use a Mix Color node and connect the image created by GIMP and your other Texture Image node to it, and then control the mix through the FAC of the Mix node
@@viperskins kinda i figured out how to do it that way after restarting but i was asking if you could have multiple layers in blender for separate parts of the gun. appreciate the reply though :)
Hey Viper, really great tutorial as always! But i'm running into an issue after saving the image and applying it. The image saved in the same location with the .blend file and i just kept the file name the same, just like you said. But when i try to apply the image to the model in blender it doesn't appear. The texture image does however appear on the paint tab which does tell me the image was successfully saved and applied but it just doesn't show on the model itself. Would love some help with this!
Thank you!
Interesting.... Did you make sure that the image texture that contains the image is connected to the color input of the Principled Shader?
@@viperskins Yeah, the color of the Base Color node is connected to the Principled Shader's node base color. This is very weird since i've checked pretty much every step i took up until that point and everything seems to check out. I will probably completely redo the whole process sometime later today and see if the issue still persists.
I'm also thinking it might be linked to the fact Blender is currently on version 4.0 (which im using) and the tutorial is still around version 3.6 so there might be something changed/different there that might work a bit differently in the newer version?
I can offer you to contact me on my social media accounts and send me screenshots there, since it's hard to troubleshoot something like that in the comments. You can send me on Facebook or Twitter (You can find both in the About section of my UA-cam channel)