Stuff you might want to revisit: Set Up 0:56 Hardware + Software 1:40 4K model for Procreate in Blender Design 4:13 Unity 4:40 Movement 4:49 Big Medium Small 5:32 Contrast 5:54 White Space 6:10 Sketch 7:02 Procreate Tips Workshop 11:06 Patterned Design 12:53 Hydrographic, Anodized Multicolored, SprayPaint, Anodized Airbrushed 13:32 Patina 13:44 Custom Paint 13:56 Gunsmith 14:25 tga files + set up 15:47 Alpha Map 17:33 Pearlescent Map 18:26 Roughness Map 19:14 Normal Map 20:07 Ambient Occlusion Map 20:53 Material Map Submission 22:16 Screenshots 23:03 Video Footage 23:38 Thumbnail + Promo Images 24:55 Make a Gif 26:00 Submitting Skin Good luck on your skin making journey! :D
I've made skins for 10 years now and while my workflow is different as a texture artist (substance painter), this is a pretty good guide for people who have no experience designing skins but has a background in art! One of the better guides I've seen tbh, nice production too it was pretty high quality for such a niche subject.
@@stallout_art "only" 3 sadly, it's very hard and especially these days with the competition and how few cases are released. It's def something you need to enjoy or you'll lose your mind trying to accepted tbh lol. But I think just focus on coming up with unique themes and color combos for guns that don't have them, that seems to be what Valve wants the most imo. Just make sure when someone looks at your skin it's obvious what the vibe /theme etc is, I think that is something some beginners miss out on. But if you aleady got experience as a concept artist I'm sure you know quite well what works and what doesn't, most people starting have no experience at all so you do have an advantage there! It's hard to make a good skin that uses pbr and the lighting as an illustrator alone so a lot collab with texture artists. If you look at apel who has a lot of accepts almost every skin he works with a different artist, he does the textures, lighting etc and they give the art. Tldr: Trying to get accepted might drive you insane so only do it if you enjoy it too, but getting a skin accepted is for sure a life changing thing so even if it takes a while it might be worth it in the end.
For some reason the reply isn't shown with the video, but I can see it in my YT studio, but lemme say your advice is pure gold! And getting 3 in game is crazy impressive especially since there is an extremely low probability of getting a skin into game!! 💪😤 I kinda had an inkling that valve prefers designs with themes, so im glad my theory is validated by you and I am even more excited to keep designing skins based off of themes! In your opinion tho, do you think there is more success for an illustrator based designer or a more texture based designer? Im asking because I already have the illustration part down, but im curious as to how much emphasis is placed on the texture aspect, and if i should really dive in and learn some texture skills (especially since i have been making all my texture files with 2D editing software like a noob lmao)
I probably won't make an extended tutorial for pattern skins, just cause they aren't really my jam, but I should have made that part of the video waaaaay more simple so here is the simplified version: Photoshop Layers (if you don't merge everything) Layer 01 Top of Design Blue Hex: 0000de Blend Mode: Screen Layer 02 Middle of Design Green Hex: 00de00 Blend Mode: Screen Layer 03 Bottom of Design Red Hex: de0000 Blend Mode Screen Layer 04 Fill with Black, Blend Mode: Normal All you gotta do is take the different parts of your design separate them into 3 layers and lock the pixels. Than use the hex code to get the exact color for rgb and fill in the color for each layer, and then set each layer's blend mode to screen, then adjust the opacity if you want, and then export as tga and you will be good to go to import into the workshop Hope this helps! 😎
I am still a noob so I have had zero skins accepted (and I haven't found time to make any new skins as of recent sadly). I won't be able to answer the last two questions, but I can tell you how long it took for me to make my most recent skin and I think it was around 2 weeks from sketches to a final submission (imo 2 weeks is slow cause I was still figuring out my design process, but once you get a process down you can pump out designs much faster) 💪😎
I have not tried two colors for a pattern, but if I had to guess, you could prolly just use red and green and completely ignore the blue, and then in the workshop just only mess with the red and green sliders 🤔
In your alpha channel you would paint that part gray (50 in the black and white slider) pretty much anything over 50 will show up as the default weapon
Stuff you might want to revisit:
Set Up
0:56 Hardware + Software
1:40 4K model for Procreate in Blender
Design
4:13 Unity
4:40 Movement
4:49 Big Medium Small
5:32 Contrast
5:54 White Space
6:10 Sketch
7:02 Procreate Tips
Workshop
11:06 Patterned Design
12:53 Hydrographic, Anodized Multicolored, SprayPaint, Anodized Airbrushed
13:32 Patina
13:44 Custom Paint
13:56 Gunsmith
14:25 tga files + set up
15:47 Alpha Map
17:33 Pearlescent Map
18:26 Roughness Map
19:14 Normal Map
20:07 Ambient Occlusion Map
20:53 Material Map
Submission
22:16 Screenshots
23:03 Video Footage
23:38 Thumbnail + Promo Images
24:55 Make a Gif
26:00 Submitting Skin
Good luck on your skin making journey! :D
I've made skins for 10 years now and while my workflow is different as a texture artist (substance painter), this is a pretty good guide for people who have no experience designing skins but has a background in art!
One of the better guides I've seen tbh, nice production too it was pretty high quality for such a niche subject.
Thank you! Holy cannoli tho 10 years?! You gotta have a number of skins in game as a texture artist vet! 😱 Any tips to getting a skin in game? 👀👀
@@stallout_art "only" 3 sadly, it's very hard and especially these days with the competition and how few cases are released.
It's def something you need to enjoy or you'll lose your mind trying to accepted tbh lol.
But I think just focus on coming up with unique themes and color combos for guns that don't have them, that seems to be what Valve wants the most imo.
Just make sure when someone looks at your skin it's obvious what the vibe /theme etc is, I think that is something some beginners miss out on.
But if you aleady got experience as a concept artist I'm sure you know quite well what works and what doesn't, most people starting have no experience at all so you do have an advantage there!
It's hard to make a good skin that uses pbr and the lighting as an illustrator alone so a lot collab with texture artists.
If you look at apel who has a lot of accepts almost every skin he works with a different artist, he does the textures, lighting etc and they give the art.
Tldr: Trying to get accepted might drive you insane so only do it if you enjoy it too, but getting a skin accepted is for sure a life changing thing so even if it takes a while it might be worth it in the end.
@@stallout_art i wrote a long reply but it seem to have disappeared!
Maybe it got caught as spam? Otherwise I guess I'll write it again haha
For some reason the reply isn't shown with the video, but I can see it in my YT studio, but lemme say your advice is pure gold! And getting 3 in game is crazy impressive especially since there is an extremely low probability of getting a skin into game!! 💪😤
I kinda had an inkling that valve prefers designs with themes, so im glad my theory is validated by you and I am even more excited to keep designing skins based off of themes!
In your opinion tho, do you think there is more success for an illustrator based designer or a more texture based designer? Im asking because I already have the illustration part down, but im curious as to how much emphasis is placed on the texture aspect, and if i should really dive in and learn some texture skills (especially since i have been making all my texture files with 2D editing software like a noob lmao)
I want to play with my own skins that I made
This is well explained 🙏
Wow You make it look so fun!!🤩 Never thought i could do ever that! Maybe imma try it for Rust’s Skins
Ohhhhhh you totally should try this process for Rust skins 👀
Well made video! Hope this blows up❤
Thanks! I'm not holding my breath tho, making cs2 skins is super duper niche lol
This is a really good tutorial. I am not an artist but I can imagine how much hours this video took.
Thank you! And yes it did take awhile, but I am so proud of how it turned out! 💪💖
Can you do another tutorial on Pattern? I didn't understand anything, it's too fast, I don't know what to do red, blue or green xD
I probably won't make an extended tutorial for pattern skins, just cause they aren't really my jam, but I should have made that part of the video waaaaay more simple so here is the simplified version:
Photoshop Layers (if you don't merge everything)
Layer 01 Top of Design Blue Hex: 0000de Blend Mode: Screen
Layer 02 Middle of Design Green Hex: 00de00 Blend Mode: Screen
Layer 03 Bottom of Design Red Hex: de0000 Blend Mode Screen
Layer 04 Fill with Black, Blend Mode: Normal
All you gotta do is take the different parts of your design separate them into 3 layers and lock the pixels. Than use the hex code to get the exact color for rgb and fill in the color for each layer, and then set each layer's blend mode to screen, then adjust the opacity if you want, and then export as tga and you will be good to go to import into the workshop
Hope this helps! 😎
Thanx!!! Very interesting and everything is clear
💥
Well done, a lot of work.
Thank you!
jesus i was wondering for so long if is it possible to do it on ipad pro and now i know gg
Yup it’s definitely possible, I’m glad this tutorial was enlightening 💪😎
will you make one about stickers too ? i'm sure You know sth i dont XD @@stallout_art
@@mommehungry idk I might, but haven't made a sticker yet 😱I'm guessing it would be a lot easier to make than a cs2 skin tho lmaooo
Damn, it's too complicated and time-consuming for me. Can I just hire you instead? :D 🤣
lmao nahh you got it, i believe in you uwu
ill just stick to using photoshop and Maya
yeaaa its prolly less complicated lol
how many skins of yours got accepted?
how much money have you made in total?
how long does it take to make a skin that gets accepted(for you)?
I am still a noob so I have had zero skins accepted (and I haven't found time to make any new skins as of recent sadly). I won't be able to answer the last two questions, but I can tell you how long it took for me to make my most recent skin and I think it was around 2 weeks from sketches to a final submission (imo 2 weeks is slow cause I was still figuring out my design process, but once you get a process down you can pump out designs much faster) 💪😎
Can you explain how to do it when you only have two colors? So a background color and a color for the pattern?
I have not tried two colors for a pattern, but if I had to guess, you could prolly just use red and green and completely ignore the blue, and then in the workshop just only mess with the red and green sliders 🤔
How do I block out some parts of the gun that I don’t want painted in the pattern? Like the barrel for example, I want to leave that default
In your alpha channel you would paint that part gray (50 in the black and white slider) pretty much anything over 50 will show up as the default weapon