this is amazing never thought someone would be making such quality content for free much appreciated it helps that the people in the skin making community are not gatekeeping it
@@viperskins From what I've seen, its just the same node, but renamed and some stuff moved around. I was able to do everything you talked about in the video just fine.
Whoever cannot find the "Musgrave Texture" when trying to get the wooden texture for the pump, it has been replaced by "Noise Texture" and has the same functionality.
Thank you @viperskins your tutorials have helped me so much, I can’t wait learn more from your tutorials… you deserve to have a skin accepted in the game
9:37 I have problems here. For some reason when I select both meshes and press Ctrl+J they dont join together. If someone knows what I should do pls let me know.
Bro,I have learned more about 3D with a single one of your videos than i have with countless of other creators including the annoying donut guy , you explain everything perfectly , I always tougth thay UV was something like ultra violet light Lmao, thanks for all the information , keep the amazing work up 🤩🤩🤩😍😍🥰🥰🥰🥰🙏🙌🙌🙌🙏🙏🙏🙏🙌🙌
At 10:00 when I make my "pump" part a different color it changes the rest of the gun and not the part im actually trying to color and i cant figure it out :(
homework done! >>Ctrl+shift+a leads us to fac of image texture from where we can control the mix!! >>Fac only takes black and white information of image/textures/other sources. White areas= 1st color black areas=2nd color grey areas=mix of both >>Significance of Fac is that its used to control mix of:- 1. colour + texture 2. colour + colour 3. texture + texture >>If we want our drawings to look carved we need to add invert node b/w image texture node and bump node. >> waiting for the next vid!!
yayy finally! thanks a ton! really appreciate it mate! 1. for those who dont see defualt material in shading tab you have to press +new tab there! 2. if certain material is missed in pump part and you are trying to do ctrl + J by selecting to mesh and its not working then press it multiple times(idk why its happening but it worked for me) or press right ctrl + J
Hey when i create SVG image on inkscape, they are clear. But when I export them as PNG, they become pixelated. Since you cannot use SVG for stencils, what can I do?
8:38 Hey Viper I found a quick way to do this you can select the weapon and go into edit mode and select all using the wireframe and then merge by distance, then u can select by faces. 1. select the weapon 2. Tab into edit mode 3. go to wireframe mode "Z" 4.select all 5. press M and select merge by Distance 6. Now you can select by faces the group of faces/parts
Yeah I've seen this workaround later after I made the tutorial. It can be good but I don't like how it messes up the normals of the 3D model. Also it doesn't work perfectly well, but still it might be faster than how i did it in the video. Thank you for bringing this up :)
@@pangtundure Try it. You'll see that the normals of the faces get a little bit deformed. Although I don't think it will affect the normal map baking. It will just make the model look deformed
@@viperskins yeah i noticed it on the deagle there. A quick question, I have created a skin looks pretty cool on blender but looks ass on the actual game. Why could this be. ill share the pics if you could spare some of your time. i've been stuck at that for some time.
@@pangtundure loool yeah that can happen sometimes! Share the pictures in Twitter if you want (I remember you once contacted me there so you should have me in your messages)
And also u can add cheat sheets of safe colors to your website, in cs2 there safe range of black and white for correct view, so it might be useful for beginners
Hey @viperskins, man! Nice videos, thank you very much! I've just started looking into cs2 skin making, and I am a bit confused. On their page Valve says that when choosing our colors for our weapons we should stay within their PBR ranges that are given for metalic and non-metalic parts on our weapon skins and that if we go out of those ranges there are very big chances that our weapon skins will not be accepted into the game. My issue with that is that if I stay within those ranges then I can't give my weapons a dark grey color look, as close to black as I possibly can, and I like that range of colors alot. So, maybe I am missing something and please excuse me if I do, I have just started. Thank you in advance!
Thank you for your nice words and welcome to the world of CS skin making :) I understand your point and I understand how frustrating it is not to be able to use the colors that you like. This color range limitation also affected my design choices while working on my recent skins. However keep in mind that you can still give a somewhat dark gray color to non-metallic parts. Also I'll give you a bonus tip that I haven't included in my videos (Will create a video about it in the near future): You can make your skin (Or parts of it) darker using the AO map. If you make a certain area in the AO map dark then it will also look dark in the skin without affecting the color range (The Albedo check I talked about in the 4th video will pass)
@@viperskins Thank you very much for your quick response! I will dig deeper into it and see what I can do. I wish you all the best of luck and I will for certain be watching what else you put up in this domain!
My problem is, when i try to save my work in shading, it is not working to me save the different parts to png files. Every shade, or in edit mode to select the parts is only show me the selected parts, not the final result in the alpha texture why? Bc when i save the same result as u, it is saved the png files, but when i open the png files, it didnt show me the result.
A faster selection way: Add Modifier > Decimate > Planar This modifier turns almost all triangles into squares while preserving the topology. Do not apply, use only as long as you need to select the specific meshes or loops. I'm thinking about producing skins for CSGO, I don't know if this is profitable, how I could position myself in the market, there's very little content in my language, I don't know how to speak English, I'm a little lost.
I don't know how to select the other mesh in the shading part all it does is either colour all of it or colour the other part, does anyone know how to fix, I'm using blender 4.2
1. Make sure that both meshes are selected 2. Make sure that the mouse is pointing in the view where the model exists. If the mouse is pointing on the list of names or the tabs below the shortcuts won't work
@@viperskins thanks for taking the tim eto respond to me! but i took what you said and even went online for answers, and it still didnt work, maybe your blender version is older or somthing. but no worries i didnt even need to join the meshes, i luckely selected them all. :)
@@borbolic_bumpletistic2000 I'm having the same issue, won't group together no matter what I click on or do, it's turning me crazy, did you find a way ?
11:03 After dividing the weapons into muzzles, megazines, barrels, etc If I select muzzle and go into shading and work on it, the content I want to apply only to muzzle also applies to megazine and barrel, and if I press barrel and press the "unlink data" button, the shading content will be deleted from all parts. Is there a solution?
Hey man, after I have separated the mesh I wanted and go back to the shading tab the "pump" shows that it's selected but when I press the x button to remove the metal material from the mesh it removes it from the gun but NOT from the "pump"!! 9:50 edit: I figured it out minutes after posting this!
Hey Viper! When i create a node i do not have a dot for connection on it. So the time is 18:18 and i have same stuff as you but i couldn't connect my Wood group to any other things. Did i miss anything or it is the version issue?
Go inside the group node and connect the output of the shader to the output node. Whenever you create a group node the group should come with an input and output nodes. If for some reason you don't have the output node then click shift + A and search for it in the dialog
Thanks for this video Ive been waiting for cs2 tutorial for some while as i was unable to bake proper Metallic maps for my skin, hope i can get it solved with this series.
hey man, whenever i try to make my textures like wood and rougher with the bump node, it wont create my texture and i followed your instructions. i need some help! and hey, like i said this was 6 months ago, and i understand its an older version, but maybe you can help me out.
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?
I was wondering if it's possible to use two principled bsdr, without them linking. I have an AK that has chrome, and I have my wood already finished. I masked the metal texture, and also pulled a part from the gun like you did. But now every time I try to use another principled BDSR for some accents I want to make gold, it just ignores it and prioritizes the one that is linked to the chrome and wood textures. it does nothing to the parts I want to change to gold, and its on a different material page.
If I understand you correctly you have 2 materials assigned to the same part that you separated. In that case, if you want the entire part to have one of these materials then remove the other one that you don't want. If you want the part to have 1 material on some areas and the other on the other areas then go to Edit Mode, select the faces you want to be golden, click on the gold material and click on the Assign button (Should be right below the materials list when you're in Edit Mode. Let me know if I understood you correctly and if my solution solves your problem
@@viperskins I figured it out, never seen the reply. it was a pretty simple fix. the new problem I have is how to get the engrave to work. My UI just doesn't look the same when you go to texture paint. all i have is tex brush and i cant select bump like you do. I managed to get it to work on the stock by manually adding the texture image and bump nodes, but I wanted it on the metallic piece. cant get it to work.
Great video! Really helped me understand the process, and especially helpful for the disassembly with the joining function. Looking forward to the next ones, and appreciate how you simplify this. In terms of finishes, whether it's gunsmith, custom paint etc, is there one which has least visual impact from wear? For example, the Night Terror M4A1-S whether it's factory new or battle scarred, looks great visually (although the color does change from black to purple). And do you know what causes this color change?
Musgrave and Noise textures are two different textures. I have Blender 4.0.2 and it does contain Musgrave. Also you don't have to follow my way of making wood. There's an infinite number of ways to make wooden texture
hey Viper i have a question, when i import the revolver model that i downloaded from cs2 official folder. There is a one more ammo cylinder on the grip, what should i do.
Valve has truly screwed up when they made the new weapon models! For some reason they added the bullets into the models in weird places. You can discard the bullets, and I suppose for the revolver they added the cylinder instead. I suggest that you separate the extra cylinder from the rest of the weapon and keep it aside just to be safe, but i'm pretty sure you don't need it
also while experimenting i made a better wood texture wave teture into color ramp above into mix shader A into base color and anather color ramp into mix shader B edit it looks more like epoxy wood for a ak now lol
1. Make sure you're in Object mode and not Edit mode 2. Select the meshes one by one using shift, not the drag selection 3. Select the mesh that you want to add 1st, then the mesh to which the 1st one should be added
It should work: 1. Make sure that you're in Object Mode and not in Edit Mode 2. Click on the object that you want to join, then while pressing shift click on the other object with which the 1st object should be joined. The 1st object should be highlighted orange and the 2nd object should be highlighted yellow. Let me know if it works
@@viperskins I think I know the solution for this problem. The problem is, that you can't use CTRL+J while having your cursor on the collection screen. Put your cursor on the object screen and press CTRL+J and it should work. Took me 30min to figure this out :D
Hey great tutorial! I have watched all episodes twice by now. I have just now encountered an unexpected issue though. I was working on the Mac10 as my first skin. In the model there are three spots that I believe are supposed to be welds (one on the top of the weapon, connecting the sight to the main body, and two on the side of the trigger area, connected to the grip). You can paint these small areas and the changes will show up normally in the appropriate spots on the UV in the image editor. But when you select them in edit mode, while viewing the UV in the image editor, the areas are not highlighted. As a consequence, when baking the final UV map, these spots are completely ignored and appear black in the workshop. Does someone know a fix? I am at a loss here.
I am happy to report that I have solved the issue. In the UV Editing tab I discovered that some UV islands were outside of the image. I had to manually drag them back to their spots. Cheers
I was just checking your issue right now.... May I ask how did you drag them back to their spots? Did you do it by hand (Selected the faces and started dragging with the mouse)? Because if so then they might not be put exactly where they belong. It's really weird why the model behaves like that. It seems like a bug from Valve's side. Anyway if you want to know the exact spots of the islands then i found out by painting over the spots you mentioned. If you want i can send you an image of the exact spots (If interested send me a message on one of my social media accounts)
@@viperskins Well yeah I did do it by hand. I used the default colors map I found on your website as a guide and went as precise as I could. Still probably a couple pixels off but for my skin it seems to have done the trick. It looks pretty good now.
@@viperskins oh and I also first found them by painting them of course. It was quite a relief when I discovered this issue, because I was thinking that I had somehow messed things up myself
I don't know how to import custom made objects into CS2. There might be videos about these things somewhere on UA-cam. But you should know that custom objects made by users will never be accepted into the game
@@Theroguefrenchman Always. In the FAQ page of the CS2 workshop, under the question "My item just got rejected. Why?", they mention this as one of the reasons: "Technical Limitations: We're currently only accepting maps and weapon finishes. Model changes, new weapons, and animations all sound fun and interesting but we aren't ready for them. "
yo great videos brother, Im following your footsteps from now on mate, at the dissembling the parts, I think we can use the X-ray (shift+Z) and drag mouse to it, it should cover both sides of the gun have a good day mate, thank you for sharing useful tools and information
goated tutorial! ive made a few skins now and am to the point where i dont have to keep coming back here xD but ill still watch it occasionally to help with the views lol i think it would be cool if you did a series about critiquing user submitted skins? its kinda hard to gauge why your submission gets bombarded with negative votes when theres no comments to tell you whats wrong 😅i get if thats too much work tho, maybe just a discord where we can help eachother would be helpful whatever happens, thank you for the series! ima make a ton more now >:D
Thank you very much for the very nice comment and support! It really means so much to me! Your video idea about reviewing community skins is a cool idea and I thought about it. At some point i will make it happen but currently I'm quite busy with other video ideas. But just a tip to keep in mind, some of the negative votes you get in the workshop come either from bots, people who are looking for something else that doesn't exist in your skin or even toxic creators who downvote other people's work so that their skin will appear at the top. Of course the rest of the negative votes can definitely be genuine opinions. Try asking your trusted friends why your skins didn't do well (It's something that I do a lot with my friends). Again thank you for your comment and best of luck always
This is super helpful! Quick question, the method you used to select the pump seems like it takes a lot less time than the method you used to select the stock. You’re able to select other sections using the first method more than once correct? If so how exactly
I'm not sure I understood the question. If you can please elaborate or rephrase it I would appreciate it. As for which method is better, it depends. If you ask me I'd say that the 1st method (disassembling the weapon) is good for the "extra" pieces. By extra I mean the parts like the pump, trigger, barrel etc... But if you try that method on faces that are part of the weapon's main body then you'll see that the normals of the weapon will be slightly affected. It's hard to explain it so if you want you can try it yourself as a test
@@viperskins I see, so masking is typically for when you want to split up a part of the body that isn't already split up in the UV sheet as a separate sections?
Substance Painter is amazing, but can cost a lot of money. I own the Steam perpetual license so i played around with it and it's very good and can save a lot of time. But i prefer to talk about free and open-source tools because not everyone is willing to pay all this money just to dip their toes in graphics and skins. But as a graphics tools and for creating skins it's excellent
The ones in the website are the ones that I found in the Valve files. Once I get the chance I'll try to convert them into greyscale. But I can't promise it'll be done anytime soon :)
Yes of course. Just import the obj files and start texturing. Do NOT make any changes in the uv sheet. If you unwrap the uv in a different way the skin will be messed up in the game
Use the lowest allowed value, it should be dark enough. If not then you can make it darker using dark values in the AO map. However i don't think aiming for venta black color is a good idea
Thank u please make a whole series from start to end like how skins change or show some easter eggs when their conditions change. Show us how to make stickers, try to replicate breakdown or reproduce popular skins in the workshop like the Ak transperant prism skins were made. So that we can have a hands on, ans that's how it's more fun and enjoyable. You should start a series which teaches How to make Ak-Redline? Beginner friendly. Trust me it will work.
Yo Viper my gooooooooood Man, nice video like always, love you for your work. Can you make a new tutorial to create a pattern based skin? I have no idea what to do :D
Thank you for your nice words! I have made a video about pattern skins in the past (Link: ua-cam.com/video/kTtXNbAg1aY/v-deo.html) however I do need to make an update. I will try to make one as soon as possible ;)
a + m and divide by the distance to disassemble weapons without searching for hidden polygons I didn't know that before either, it was painful for me to watch)
I actually didn't know that! It's weird because I searched all over the internet and didn't find any helpful tip. Thank you very much! However be careful because the merge changes the model. The change won't affect the baking process, but if you later render images of the weapon with your skin then it might look a bit off. Just something to keep in mind. But again thanks a lot for the help. I might make a quick video later to mention this
🤦♂For those who are struggling with the control + J. I've found the solution. When your mouse cursor is hovering the 3D Viewport, it'll work. But in other layers or areas, CTRL+J won't work.
Yeah that's a good point. I had someone asking me about CTRL + J not working and I didn't think of that. This is similar to how Alt + S won't save your bake result or your drawing images unless your mouse is over the 2D section
Ouch! Though in the future one thing you can do is to go to File -> Recover and try either Last Session or Auto-Save. These can help in case Blender crashes, though i never tried them when I manually mess up Blender
Sorry for the long delay my friends, I've been very busy lately! I'll try to release the next videos in the coming few days. Stay tuned 😉
can you explain the bakeing
its with color but its too small
Thank u a ton, great video keep it up chad
also I have to say your editing has gotten a lot better and do you have those "bump" patterns so I can use them in my skin
thank you mate. you are a savior. liked, subscribed, pressed the bell icon. eagerly waiting for your next vid!
this is amazing never thought someone would be making such quality content for free much appreciated it helps that the people in the skin making community are not gatekeeping it
My pleasure man. I'm glad my videos are helping :)
For anyone wondering, the musgrave texture was replaced by the noise texture node in Blender 4.1
I might have heard this somewhere before. So now there is no musgrave texture at all? I guess I'll need to install Blender 4.1 soon
@@viperskins From what I've seen, its just the same node, but renamed and some stuff moved around. I was able to do everything you talked about in the video just fine.
Whoever cannot find the "Musgrave Texture" when trying to get the wooden texture for the pump, it has been replaced by "Noise Texture" and has the same functionality.
Ah, thanks, was wondering where this option was.
Thank you @viperskins your tutorials have helped me so much, I can’t wait learn more from your tutorials… you deserve to have a skin accepted in the game
Thank you so much! I truly appreciate that!!
9:37 I have problems here. For some reason when I select both meshes and press Ctrl+J they dont join together. If someone knows what I should do pls let me know.
Bro,I have learned more about 3D with a single one of your videos than i have with countless of other creators including the annoying donut guy , you explain everything perfectly , I always tougth thay UV was something like ultra violet light Lmao, thanks for all the information , keep the amazing work up 🤩🤩🤩😍😍🥰🥰🥰🥰🙏🙌🙌🙌🙏🙏🙏🙏🙌🙌
Wow what a nice comment! Thank you very much for the nice words. I'm so happy my videos were helpful :)
At 10:00 when I make my "pump" part a different color it changes the rest of the gun and not the part im actually trying to color and i cant figure it out :(
Select thee pump and not the main gun, he even said to make sure you do this in the video. Musgrave texture is now noise texture.
homework done!
>>Ctrl+shift+a leads us to fac of image texture from where we can control the mix!!
>>Fac only takes black and white information of image/textures/other sources.
White areas= 1st color
black areas=2nd color
grey areas=mix of both
>>Significance of Fac is that its used to control mix of:-
1. colour + texture
2. colour + colour
3. texture + texture
>>If we want our drawings to look carved we need to add invert node b/w image texture node and bump node.
>> waiting for the next vid!!
It's ridiculous that this channel has so few views, it teaches in the best possible way.
yayy finally! thanks a ton! really appreciate it mate!
1. for those who dont see defualt material in shading tab you have to press +new tab there!
2. if certain material is missed in pump part and you are trying to do ctrl + J by selecting to mesh and its not working then press it multiple times(idk why its happening but it worked for me) or press right ctrl + J
Oh boy, I'm at number 2, it won't work when pressing ctrl+J (left and right ctrl, doesnt matter) uuuughhhhhhhhHH
@@mariuscantona its not working can someone help pls?
Hey when i create SVG image on inkscape, they are clear. But when I export them as PNG, they become pixelated. Since you cannot use SVG for stencils, what can I do?
Make the SVG image large enough before exporting to PNG. It doesn't have to be huge but not tiny
Extremely helpful, will be coming back to this one quite a bit
this is the best CS skin tutorial for blender by far!
8:38 Hey Viper I found a quick way to do this you can select the weapon and go into edit mode and select all using the wireframe and then merge by distance, then u can select by faces.
1. select the weapon
2. Tab into edit mode
3. go to wireframe mode "Z"
4.select all
5. press M and select merge by Distance
6. Now you can select by faces the group of faces/parts
Yeah I've seen this workaround later after I made the tutorial. It can be good but I don't like how it messes up the normals of the 3D model. Also it doesn't work perfectly well, but still it might be faster than how i did it in the video.
Thank you for bringing this up :)
@@viperskins no problem, it messes up with the normals ?
@@pangtundure Try it. You'll see that the normals of the faces get a little bit deformed. Although I don't think it will affect the normal map baking. It will just make the model look deformed
@@viperskins yeah i noticed it on the deagle there. A quick question, I have created a skin looks pretty cool on blender but looks ass on the actual game. Why could this be. ill share the pics if you could spare some of your time. i've been stuck at that for some time.
@@pangtundure loool yeah that can happen sometimes! Share the pictures in Twitter if you want (I remember you once contacted me there so you should have me in your messages)
Thank you very much for restarting the series! It will help a lot! Once again, thank you bro!
My pleasure man :) Stay tuned for the 2nd part. I'll publish it either today or tomorrow
Cant wait :) Keep it up! You are doing good job with skins. I visited you workshop, gave 👍 @@viperskins
@@HannibalXLMS Thank you so much, it means a lot to me :)
BTW part 2 is out: ua-cam.com/video/fX8WQp7Ai4s/v-deo.html
My pleasure :) Good luck! :) @@viperskins
And also u can add cheat sheets of safe colors to your website, in cs2 there safe range of black and white for correct view, so it might be useful for beginners
I'll talk about ranges in a future video :)
@@viperskins fine! Thank you for your work!
Let’s goooo, finally someone doing a detailed tutorial!
cs2 tutorial now? GOAT
Hey @viperskins, man! Nice videos, thank you very much! I've just started looking into cs2 skin making, and I am a bit confused. On their page Valve says that when choosing our colors for our weapons we should stay within their PBR ranges that are given for metalic and non-metalic parts on our weapon skins and that if we go out of those ranges there are very big chances that our weapon skins will not be accepted into the game. My issue with that is that if I stay within those ranges then I can't give my weapons a dark grey color look, as close to black as I possibly can, and I like that range of colors alot. So, maybe I am missing something and please excuse me if I do, I have just started. Thank you in advance!
Thank you for your nice words and welcome to the world of CS skin making :)
I understand your point and I understand how frustrating it is not to be able to use the colors that you like. This color range limitation also affected my design choices while working on my recent skins. However keep in mind that you can still give a somewhat dark gray color to non-metallic parts.
Also I'll give you a bonus tip that I haven't included in my videos (Will create a video about it in the near future): You can make your skin (Or parts of it) darker using the AO map. If you make a certain area in the AO map dark then it will also look dark in the skin without affecting the color range (The Albedo check I talked about in the 4th video will pass)
@@viperskins Thank you very much for your quick response! I will dig deeper into it and see what I can do. I wish you all the best of luck and I will for certain be watching what else you put up in this domain!
My problem is, when i try to save my work in shading, it is not working to me save the different parts to png files. Every shade, or in edit mode to select the parts is only show me the selected parts, not the final result in the alpha texture why? Bc when i save the same result as u, it is saved the png files, but when i open the png files, it didnt show me the result.
A faster selection way:
Add Modifier > Decimate > Planar
This modifier turns almost all triangles into squares while preserving the topology. Do not apply, use only as long as you need to select the specific meshes or loops.
I'm thinking about producing skins for CSGO, I don't know if this is profitable, how I could position myself in the market, there's very little content in my language, I don't know how to speak English, I'm a little lost.
I don't know how to select the other mesh in the shading part all it does is either colour all of it or colour the other part, does anyone know how to fix, I'm using blender 4.2
thanks! Now time to start porting skins from my rec room game such as "Edge" and "Rogue" to CS2!
whenever i press ctrl + j it doesnt join the faces together, what do i do?
1. Make sure that both meshes are selected
2. Make sure that the mouse is pointing in the view where the model exists. If the mouse is pointing on the list of names or the tabs below the shortcuts won't work
@@viperskins thanks for taking the tim eto respond to me! but i took what you said and even went online for answers, and it still didnt work, maybe your blender version is older or somthing. but no worries i didnt even need to join the meshes, i luckely selected them all. :)
@@borbolic_bumpletistic2000 I'm having the same issue, won't group together no matter what I click on or do, it's turning me crazy, did you find a way ?
@@viperskins i deleted evrything 3 times cause of this only to realize my mouse wasnt in the view god damn it great tutorial btw
Thank you for the tutorials. I think i double post. Anyway i just finish my first skin and thats because of you. Keep us update with more videos.
I would like to send you the link to my skin , i tried to post it here but youtube delete every time the link😢
If you want you can contact me on my social media accounts (Twitter and Facebook). You can find both in the About section of my UA-cam Channel
Done. Thank you.🎉🎉🎉😊
11:03 After dividing the weapons into muzzles, megazines, barrels, etc
If I select muzzle and go into shading and work on it, the content I want to apply only to muzzle also applies to megazine and barrel, and if I press barrel and press the "unlink data" button, the shading content will be deleted from all parts. Is there a solution?
The other parts have the same material you're working on. That's why the other parts get changed as well
@@viperskinsI found the solution.
Hey man, after I have separated the mesh I wanted and go back to the shading tab the "pump" shows that it's selected but when I press the x button to remove the metal material from the mesh it removes it from the gun but NOT from the "pump"!! 9:50 edit: I figured it out minutes after posting this!
👍
How do you do it? I'm stuck at the same part
Can't wait to see the rest of the series. Great work.
Coming soon!
Hey Viper! When i create a node i do not have a dot for connection on it. So the time is 18:18 and i have same stuff as you but i couldn't connect my Wood group to any other things. Did i miss anything or it is the version issue?
Go inside the group node and connect the output of the shader to the output node. Whenever you create a group node the group should come with an input and output nodes. If for some reason you don't have the output node then click shift + A and search for it in the dialog
@@viperskins thank you, i just did sth wrong:)
Thank you i now get the 10 minute mark thing but im making that but like a awp but i dont know how to cut the uv sheet?
What do you mean by cut the uv sheet?
omg viper I was waiting for thisss more tutorials, mwah
Thanks for this video Ive been waiting for cs2 tutorial for some while as i was unable to bake proper Metallic maps for my skin, hope i can get it solved with this series.
Hopefully your questions will be answered
Good job man! really useful video
Thank you kind sir!
hey man, whenever i try to make my textures like wood and rougher with the bump node, it wont create my texture and i followed your instructions. i need some help!
and hey, like i said this was 6 months ago, and i understand its an older version, but maybe you can help me out.
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?
can you make a video on how to change the tumbnail of the workshop item?
I was wondering if it's possible to use two principled bsdr, without them linking. I have an AK that has chrome, and I have my wood already finished. I masked the metal texture, and also pulled a part from the gun like you did. But now every time I try to use another principled BDSR for some accents I want to make gold, it just ignores it and prioritizes the one that is linked to the chrome and wood textures. it does nothing to the parts I want to change to gold, and its on a different material page.
If I understand you correctly you have 2 materials assigned to the same part that you separated. In that case, if you want the entire part to have one of these materials then remove the other one that you don't want.
If you want the part to have 1 material on some areas and the other on the other areas then go to Edit Mode, select the faces you want to be golden, click on the gold material and click on the Assign button (Should be right below the materials list when you're in Edit Mode.
Let me know if I understood you correctly and if my solution solves your problem
@@viperskins I figured it out, never seen the reply. it was a pretty simple fix. the new problem I have is how to get the engrave to work. My UI just doesn't look the same when you go to texture paint. all i have is tex brush and i cant select bump like you do. I managed to get it to work on the stock by manually adding the texture image and bump nodes, but I wanted it on the metallic piece. cant get it to work.
how do i delete a part from the metal cause i want some parts to be leather but i cant remove metal cause it removes all metal
Did you watch the video? Because it answers your question
I cannot find the cs2 wepon models anywhere when i try to import to blender, help please?
Watch the video... you are the dumbest person to watch this video btw.
Great video! Really helped me understand the process, and especially helpful for the disassembly with the joining function. Looking forward to the next ones, and appreciate how you simplify this.
In terms of finishes, whether it's gunsmith, custom paint etc, is there one which has least visual impact from wear? For example, the Night Terror M4A1-S whether it's factory new or battle scarred, looks great visually (although the color does change from black to purple). And do you know what causes this color change?
Thank you for your nice words and I'm glad the video was useful!
I will talk about wear in a later video. Stay tuned :)
how do you aply a wood texture on 4.1 blender version ? isnt a musgrave now its called noise texture
Musgrave and Noise textures are two different textures. I have Blender 4.0.2 and it does contain Musgrave.
Also you don't have to follow my way of making wood. There's an infinite number of ways to make wooden texture
hey Viper i have a question, when i import the revolver model that i downloaded from cs2 official folder. There is a one more ammo cylinder on the grip, what should i do.
Valve has truly screwed up when they made the new weapon models! For some reason they added the bullets into the models in weird places. You can discard the bullets, and I suppose for the revolver they added the cylinder instead.
I suggest that you separate the extra cylinder from the rest of the weapon and keep it aside just to be safe, but i'm pretty sure you don't need it
also while experimenting i made a better wood texture
wave teture into color ramp above into mix shader A into base color and anather color ramp into mix shader B
edit it looks more like epoxy wood for a ak now lol
There's an infinite number of ways to make wooden textures, and eventually it's up to the creator's taste to go with what he sees fit
Make sure to stay in the PBR range when choosing colors
Yes.... I discuss this in detail in the 4th part
Hey cant connect the meshes with Ctrl + J? Any Suggestions?
1. Make sure you're in Object mode and not Edit mode
2. Select the meshes one by one using shift, not the drag selection
3. Select the mesh that you want to add 1st, then the mesh to which the 1st one should be added
Can't wait for the 2nd part even if It's long for me It's ok atleast we can get info how to make that kind of skins and how the nodes works
when i try ctrl + J to join, it doesn't work is there an alternate method?
It should work:
1. Make sure that you're in Object Mode and not in Edit Mode
2. Click on the object that you want to join, then while pressing shift click on the other object with which the 1st object should be joined. The 1st object should be highlighted orange and the 2nd object should be highlighted yellow.
Let me know if it works
@@viperskins I think I know the solution for this problem. The problem is, that you can't use CTRL+J while having your cursor on the collection screen. Put your cursor on the object screen and press CTRL+J and it should work. Took me 30min to figure this out :D
Hey great tutorial! I have watched all episodes twice by now.
I have just now encountered an unexpected issue though. I was working on the Mac10 as my first skin. In the model there are three spots that I believe are supposed to be welds (one on the top of the weapon, connecting the sight to the main body, and two on the side of the trigger area, connected to the grip). You can paint these small areas and the changes will show up normally in the appropriate spots on the UV in the image editor. But when you select them in edit mode, while viewing the UV in the image editor, the areas are not highlighted. As a consequence, when baking the final UV map, these spots are completely ignored and appear black in the workshop.
Does someone know a fix? I am at a loss here.
I am happy to report that I have solved the issue. In the UV Editing tab I discovered that some UV islands were outside of the image. I had to manually drag them back to their spots. Cheers
I was just checking your issue right now.... May I ask how did you drag them back to their spots? Did you do it by hand (Selected the faces and started dragging with the mouse)? Because if so then they might not be put exactly where they belong.
It's really weird why the model behaves like that. It seems like a bug from Valve's side. Anyway if you want to know the exact spots of the islands then i found out by painting over the spots you mentioned. If you want i can send you an image of the exact spots (If interested send me a message on one of my social media accounts)
@@viperskins Well yeah I did do it by hand. I used the default colors map I found on your website as a guide and went as precise as I could. Still probably a couple pixels off but for my skin it seems to have done the trick. It looks pretty good now.
@@viperskins oh and I also first found them by painting them of course. It was quite a relief when I discovered this issue, because I was thinking that I had somehow messed things up myself
@@domeomega1357 Well done... I always love it when people manage to find the solutions by themselves! Good job :)
great video everything stil works for blender 4.0 but the uv sheets for the nova are now different
Thank you!
Make sure you are working with the proper uv sheets. You might have downloaded the old version!
Finally! Thank you Viper! MWAH!! 😁
Estava esperando por esse momento!!
Hi, I made an entire model of a knife from scratch, how do I import it into workshop tools?
I don't know how to import custom made objects into CS2. There might be videos about these things somewhere on UA-cam.
But you should know that custom objects made by users will never be accepted into the game
@@viperskins Oh, really? Was it always like this or just when Counter Strike 2 came out?
@@Theroguefrenchman Always. In the FAQ page of the CS2 workshop, under the question "My item just got rejected. Why?", they mention this as one of the reasons:
"Technical Limitations: We're currently only accepting maps and weapon finishes. Model changes, new weapons, and animations all sound fun and interesting but we aren't ready for them. "
yo great videos brother, Im following your footsteps from now on mate, at the dissembling the parts, I think we can use the X-ray (shift+Z) and drag mouse to it, it should cover both sides of the gun
have a good day mate, thank you for sharing useful tools and information
Thank you very much for your nice comment, it really means a lot to me :)
goated tutorial! ive made a few skins now and am to the point where i dont have to keep coming back here xD but ill still watch it occasionally to help with the views lol
i think it would be cool if you did a series about critiquing user submitted skins? its kinda hard to gauge why your submission gets bombarded with negative votes when theres no comments to tell you whats wrong 😅i get if thats too much work tho, maybe just a discord where we can help eachother would be helpful
whatever happens, thank you for the series! ima make a ton more now >:D
Thank you very much for the very nice comment and support! It really means so much to me!
Your video idea about reviewing community skins is a cool idea and I thought about it. At some point i will make it happen but currently I'm quite busy with other video ideas. But just a tip to keep in mind, some of the negative votes you get in the workshop come either from bots, people who are looking for something else that doesn't exist in your skin or even toxic creators who downvote other people's work so that their skin will appear at the top. Of course the rest of the negative votes can definitely be genuine opinions. Try asking your trusted friends why your skins didn't do well (It's something that I do a lot with my friends).
Again thank you for your comment and best of luck always
This is super helpful! Quick question, the method you used to select the pump seems like it takes a lot less time than the method you used to select the stock. You’re able to select other sections using the first method more than once correct? If so how exactly
I'm not sure I understood the question. If you can please elaborate or rephrase it I would appreciate it.
As for which method is better, it depends. If you ask me I'd say that the 1st method (disassembling the weapon) is good for the "extra" pieces. By extra I mean the parts like the pump, trigger, barrel etc... But if you try that method on faces that are part of the weapon's main body then you'll see that the normals of the weapon will be slightly affected. It's hard to explain it so if you want you can try it yourself as a test
@@viperskins I see, so masking is typically for when you want to split up a part of the body that isn't already split up in the UV sheet as a separate sections?
@@s1rkus Yes that's a good way to put it
Very nice explanation, thank u.
I PULLED A YORKSHIRE! 0.02 wear lol the real thing looks amazing wow
does it have to be only one material?
Any tips for relatively easily recreating a skin previously done for CS:GO?
This is something i'm currently struggling with as well. I'm trying to come up with something and I promise to share whatever I find
dam you have the uv sheets I will definitly use that
Go for it 😀
I will@@viperskins
you are a genius, i hope your skins are published and you make real income from it!
Thank you very much! Your nice words mean so much to me
THE GOOD OLD DAYS OF CS:GO
Yeah they really killed this game and I'm so pissed with valve that all i want to do is make a skin And stop playing.
damn, why is there no option to save this to a playlist?
There should be. I think if you refresh the page you might get it. In any case I'm very happy you enjoyed the video ☺️
What do you think about Adobe Substance Painter? I know it's a common thing in pipeline of professional skinmakers
Substance Painter is amazing, but can cost a lot of money. I own the Steam perpetual license so i played around with it and it's very good and can save a lot of time. But i prefer to talk about free and open-source tools because not everyone is willing to pay all this money just to dip their toes in graphics and skins.
But as a graphics tools and for creating skins it's excellent
any chance you could also add gray scale roughness maps to the website?
The ones in the website are the ones that I found in the Valve files. Once I get the chance I'll try to convert them into greyscale. But I can't promise it'll be done anytime soon :)
sugestion after finishing this tutorial series group it up into a 2h long tutorial so we can try our hand at everything whitot moveing thruw yt
I will create a playlist for that
the ctrl-t didnt work for me? 10.20
Please watch 2 seconds after the 10:20 mark. Also watch the video from the beginning to understand!
Are the obj. on the cs2 site already uv unwrapped?
Yes of course. Just import the obj files and start texturing. Do NOT make any changes in the uv sheet. If you unwrap the uv in a different way the skin will be messed up in the game
@@viperskins thanks for the quick answer!
Awesome video!
an how can we get black texture if it is not allowed ? xD
Use the lowest allowed value, it should be dark enough. If not then you can make it darker using dark values in the AO map. However i don't think aiming for venta black color is a good idea
Thank u please make a whole series from start to end like how skins change or show some easter eggs when their conditions change. Show us how to make stickers, try to replicate breakdown or reproduce popular skins in the workshop like the Ak transperant prism skins were made. So that we can have a hands on, ans that's how it's more fun and enjoyable. You should start a series which teaches How to make Ak-Redline? Beginner friendly. Trust me it will work.
I have many plans for the future,and from your suggestions i can expect that you'll be pleased
Thank u Giga Chad
Yo Viper my gooooooooood Man, nice video like always, love you for your work. Can you make a new tutorial to create a pattern based skin? I have no idea what to do :D
Thank you for your nice words!
I have made a video about pattern skins in the past (Link: ua-cam.com/video/kTtXNbAg1aY/v-deo.html) however I do need to make an update. I will try to make one as soon as possible ;)
Ma boy :)
@@viperskins
🎉🎉🎉finally CSG2
you deserve more subscriber
Thank you friend :)
NO DONT MAKE IT SHORTER MAKE IT LONGER PLEASE IT REALLY HELPS WHEN YOU GO INTO EVERY SMALL DETAIL
Haha don't worry about it. My style in explaining things is to assume that nothing is trivial. So I'll continue explaining the way I do now ;)
Photopea is a free alternative to photoshop that emulates it in the web browser
Good to know
Thank you for the Assets
Can one use substance painter too?
Definitely. You can use any editor you like. I use Blender in the tutorial because not everyone is willing to pay for tools like substance painter
@@viperskins totally understandable. I only have painter because I can use a Studenten license
@@YannickVon_3D Use that license as much as you can. Substance Painter is a great tool and will save you lots of time and effort!
@@viperskins I will!
Very informative video, thank you. It would also be cool to know how to make stickers and test them in the game.😅
A sticker tutorial is also on its way, after I'm done with the skin tutorial ;)
a + m and divide by the distance
to disassemble weapons without searching for hidden polygons
I didn't know that before either, it was painful for me to watch)
I actually didn't know that! It's weird because I searched all over the internet and didn't find any helpful tip. Thank you very much!
However be careful because the merge changes the model. The change won't affect the baking process, but if you later render images of the weapon with your skin then it might look a bit off. Just something to keep in mind.
But again thanks a lot for the help. I might make a quick video later to mention this
Bring out the Gimp
I think the Gimp sleepin!
❤❤thank you viper❤❤😊
My pleasure my good friend
It's crazy how much sin creators can make just from 1 skin
You mean money-wise?
@@viperskins yes
Yeah I can only imagine 🤑
🤦♂For those who are struggling with the control + J. I've found the solution.
When your mouse cursor is hovering the 3D Viewport, it'll work.
But in other layers or areas, CTRL+J won't work.
Yeah that's a good point. I had someone asking me about CTRL + J not working and I didn't think of that.
This is similar to how Alt + S won't save your bake result or your drawing images unless your mouse is over the 2D section
dam i just came back
Welcome! 🙂
Would love to see a discord community for help :)
I will share a discord server sometime in the future. Stay tuned :)
I had to rewatch this video cause I accindently reset blender without saving any progress and i was in video 2😅
Ouch! Though in the future one thing you can do is to go to File -> Recover and try either Last Session or Auto-Save. These can help in case Blender crashes, though i never tried them when I manually mess up Blender
w smart content
This UV Map :
wut?
dude ur aim pointing cringes me more than it should :D DON´T AIM ON THE GROUND!!!
But..... but it worked :(
Hi Viper, do you have a discord for your community?
Not yet. Hopefully I will create one some day in the near future
@@viperskins thanks, be sure to add it to your yt community tab when done :D