Creating a Full Skin for CS2 (pt.1): Design Decisions, Separating Models, Adding Base Colors

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  • Опубліковано 27 гру 2024

КОМЕНТАРІ • 37

  • @freddymausyt
    @freddymausyt Рік тому +3

    Just in time! Started new personal big project for CS2 skins 😊

    • @optekdesigns
      @optekdesigns  Рік тому

      Hopefully these videos will help you in that process.

  • @alphamale3352
    @alphamale3352 Рік тому +2

    I can only imagine how much time consuming it is to separate each and every model in blender and you just provided it to us. we all cant thank you enough! you are awesome! than you so so so so much!!

    • @optekdesigns
      @optekdesigns  Рік тому

      You're very welcome. It does take some time to do but you will see a lot of this in the community. The discord channel I provided has a lot of really good resources too as well as direct contact with both accepted and non accepted artists who all share resources and information. My goal with this channel was just to help other talented artists out and if I achieve that then its worth it.

    • @Life_Force_Power
      @Life_Force_Power 11 місяців тому

      Yes Thank you so much for saving our time ..! Which is Priceless

  • @mariuscantona
    @mariuscantona 4 місяці тому +1

    Hey from France ! Thank you so much for your amazing work ! You made it really clear, simple, educative. The best tutorial for CS2 weapon skins I've seen so far, by far ! A new happy follower :)

    • @optekdesigns
      @optekdesigns  4 місяці тому

      Hello and welcome....Im glad the videos are helpful. I was actually in Paris back before the Olympics and had an amazing time. The food was incredible and the people were friendly. I would definitely visit again but next time would love to get outside of the city more.

  • @Xpressd_OG
    @Xpressd_OG Рік тому +1

    IT HAS ARRIVED ! 🙏 Thank you CyberOptek 🥇← #1

    • @optekdesigns
      @optekdesigns  Рік тому

      Took me a while but it is finally finished. You are very welcome

  • @Life_Force_Power
    @Life_Force_Power Рік тому +2

    Wow.. Happy with new updated tuts.. Love it

    • @optekdesigns
      @optekdesigns  Рік тому

      I’m glad you like them. This was like 2.5 months of work and I need to take some time for my projects for a bit 😁

  • @Cinematographer
    @Cinematographer 9 місяців тому +1

    amazing brother, thank you so much for your time and knowledge .

    • @optekdesigns
      @optekdesigns  9 місяців тому +1

      You are very welcome. Just hoping to give back a little bit to the community which has helped me so much.

  • @Xpressd
    @Xpressd Рік тому +1

    CyberOptek is #1 🏆🏆🏆❤

  • @samksspng
    @samksspng 5 місяців тому +1

    Bro i love your vids

    • @optekdesigns
      @optekdesigns  5 місяців тому

      Thank you. Hopefully they are helpful

    • @samksspng
      @samksspng 5 місяців тому +1

      @@optekdesigns Yess they are. However I just realized that Adobe has removed the 3D tool in photoshop to create a normal map. Are you making them all by yourself using shapes? or do you have any program for it?

    • @optekdesigns
      @optekdesigns  5 місяців тому

      @@samksspng I draw out a lot of my own normal maps. I do have an older version of PS installed that I use for converting bump maps, but there is an add on in Gimp that you can use as well. Otherwise I draw a lot of things out inside of inkscape and add them onto the default normal map from the game. I talk about this in my normal map video here ua-cam.com/video/6a4eUUWdSdQ/v-deo.htmlsi=QvMlPiK-jFqtdueN

    • @samksspng
      @samksspng 5 місяців тому

      @@optekdesigns Okayy thankss

  • @Life_Force_Power
    @Life_Force_Power 11 місяців тому +1

    Hi, I was stuck in a pixelated bump map bake result and you already mentioned that it should be blurred for a bump map. I was trying to create high-resolution graphics in Photoshop and also especially learned Inkscape which was missing in my life to achieve those pixel-perfect render maps. On UV it is perfect but on objects, it is a noticeable pixelated extrude or bevel effect but color maps cover it, and not so noticeable. From your past series on Inkscape, I have learned a lot in my opinion inkscape is best compared to Illustrator as I was a Coreldraw person initially in early 2020 as a print media designer and found one that competes for CorelDRAW and will now and forever will stick to Inkscapee, and is very versatile. Hope that in my next baking session, I achieve a desirable result or should I expect some minor pixelated extrude effect on objects ? . Thank you so much CyberOptek...!

    • @optekdesigns
      @optekdesigns  11 місяців тому +1

      Inkscape is a fantastic program, and especially for people on a budget. I find that I can usually draw out objects easier and faster than I can in photoshop, but there is some functionality that just isn't there and that's why I will use both depending on what it is I'm doing.
      As far as the bump maps go, there are some things you need to consider. Firstly, as you mentioned blur is important for a couple of reasons. Not only does it help smooth out the edges, but it also determines how deep your bumps go inward or stick outward. However this takes some playing around with. Usually when people run into trouble is when they try and make their bumps too deep and this can lend to the issues with bumps being pixelated. You could try lessening your blur a little and see if this helps.
      Secondly, size makes a lot of difference. The smaller you get, the harder it will be for blender to fit all of those pixels in. Usually when I run into my biggest problems with pixels is when I try to do something very small and elaborate. This is a hard one to fix because if you already have your design to fit within certain parameters then its not like you can go an re adjust the size. Usually in cases like these I will increase my bump texture to 8192 rather than 4096. However, be aware that doing this is going to make the blender file very large and may make working in it very slow (depending on your hardware). My hardware is older so In some cases I may have to work in multiple blender files....so for example if I am working on an AWP and I know I'm going to need my bump to be 8192 on parts of the body, I may have one blender file for the body alone and then another for all my other parts. That way it keeps the file smaller and from bogging down on me too much. Again though this just depends on your hardware. Its ok to make your image textures larger and then compress them back down into 4096 when you create your UV. Here is an example of the seal I did on my Sovrano....this was fixed by using both a little bit of blur and also an 8192 resolution. imgur.com/a/sxyf9A8
      Lastly, if you are not doing so already make sure that you are exporting your graphics at 16 bit.

    • @Life_Force_Power
      @Life_Force_Power 11 місяців тому +2

      @@optekdesigns Absoulatly Inkscape is a fantastic program and the way you use all program and cascading to final output is great trying to implement all your series tuts in my own prodect.
      Yes your bumps map explanation is easy to implement and grasp but i had to watch your tuts repeatedly to sink in . An now my graphics are great on objects and pixel wise.
      I am using 2.0- 3.0 Blure for my bumps which I find precise for now, I will be paticular about size as mentioned on this reply including 16bits and 72 Dpi & in photoshop 300 Dpi. So happy that my objects will be in high res graphics always Awesome tips.
      I have another question i guess you already made video on it but i am not sure.
      1. Color UV Map.
      2. Bump Map.
      3. Normal Map.
      4. Texture Image with some pattern.
      i want want to add 4th Texture image with pattern..! In between Color UV map & Bump Map which will be forth aspect but i am not able to cause i can use only one on shreder (Color Map Or Another Texture Image). How to make another Nodes to incoporate with another Texture image with Color Uv, Bumps Map & Normal..?

    • @optekdesigns
      @optekdesigns  11 місяців тому +1

      @@Life_Force_Power Are you asking how to mix two color nodes together into one base color input?
      Usually the best method is to plan out your design in layers, and use the same color node for all of them. Usually I will add a base texture, then maybe a second and third layer on top using the same node and doing it in phases. However you can create a second color node and use the Color > Mix Color node if you need to mix two nodes together into one input. You just have to play with the dropdown options to get the desired result which can take some playing around with.

    • @optekdesigns
      @optekdesigns  11 місяців тому +1

      @@Life_Force_Power One thing that might want to consider since you have so many questions is to join that discord which I linked inside of the videos. There are a lot of artists in there that can help answer questions, but even more than that you can post photos which helps greatly with issues like these. Sometimes its hard to know exactly what you are trying to do without seeing the issues firsthand.

    • @Life_Force_Power
      @Life_Force_Power 11 місяців тому

      @@optekdesigns Yes I am looking for two color nodes into one base color input..!
      I will try to implement and learn more about multiple nodes in one base color.

  • @kvartz
    @kvartz 9 місяців тому +1

    Do you need to unite the parts into one gun before exporting the maps?

    • @optekdesigns
      @optekdesigns  9 місяців тому +1

      It depends. If you have a lot of different textures and colors on different parts Its usually better to have separated maps in case you need to go back and do editing to only a specific part. You then put the maps back together in something like Gimp and make a .tga file out of it. If you are doing a weapon though that has a continuous theme painted over the entire weapon you can do it as one map.

  • @metalhurtstopunch3696
    @metalhurtstopunch3696 8 місяців тому +1

    What if I want parts of my skin to use the default albedo map from the game? It doesn't look like Valve provides that.

    • @optekdesigns
      @optekdesigns  8 місяців тому

      I have provided these to you....they are located inside my drive and taken directly from the game files. You might have to mask out the parts if you are only wanting specific ones, but I do have all the default colors in my drive here drive.google.com/drive/folders/1gJqAg40wCnfRw_2QFy-quwa0BHgvKzFx?usp=drive_link

    • @metalhurtstopunch3696
      @metalhurtstopunch3696 8 місяців тому +1

      @@optekdesigns thank you, I haven’t looked at the drive yet. These tutorials helped me understand the process a lot better

    • @optekdesigns
      @optekdesigns  8 місяців тому

      @@metalhurtstopunch3696 I'm very glad they helped. Keep in mind that these processes are only one way of doing things. Once you understand how everything works, you can use that to create new/better ways of making your skins.

  • @draft_workshop
    @draft_workshop Рік тому +1

    you're disassembling the weapon incorrectly

    • @optekdesigns
      @optekdesigns  Рік тому

      What am I doing wrong?

    • @outskilledya
      @outskilledya 4 місяці тому

      @@optekdesigns nothing seems wrong i think maybe he wanted a full disassembly instead of main chunks. for example the AWP scope can be more separated into its counterparts

    • @optekdesigns
      @optekdesigns  4 місяці тому

      @@outskilledya I purposely did not separate them entirely. I broke them down about 70-80% and then left it up to viewers to learn how to break them down further depending on their needs. Thats also why I made videos explaining the process. The divided models were more of a starting point