Just found these tutorials. Great job and keep it up! I'm really interested in both the normal maps and the 3d painting tutorial that you mentioned. I'm curious about how you would go about making the '3D' weapon skins, and I think that would be a really cool video if you know how to make them. Keep up the good work!
Thank you for the series! I would love if you could make a video about how to create 'normal maps' (3D-look textures) and how to include them when you upload the skin to the workshop! I think that would be very interesting for many of us! Cheers!
But the most important question is how do you stop the Dutch government from stealing half your earnings? Did you start a company in the Cayman Islands?
Hey Hollandje! Can you make the last tutorial to Substance Painter and 3D coat, please?:( For us, small amount of poor ppls. Or could you advice tutorials where we can look it for? Please, please, Hollandje(
Hi, have a quick question for you. How do you in inspect your "Patina" type skins as a 3d model to take some screenshots for workshop. I used blender to do it with custom paint job there you can upload a texture on a 3d model but that will not work with patina. Maybe you have some other tips on how to take a good screenshots for workshop without any quality lose, because thats is actualy the biggest problem that I have. Hope you will answer me. Have a good day sir.
With patina you can find the mask in the game files or mask out the parts by hand. There is sadly no way to export your texture from the game with the both textures applied :(
Hi, quick question. For starting out, would you recommend doing a pattern? It seems much less effort for a potentially good-looking skin. Also to clarify, once you submit, you need approval from Valve before it gets published, I'm assuming. Is it possible to immediately monetize thereafter?
Depends on what you mean exactly by "immediately monetize". You can "potentially monetize" it. As far as I know, skins are either direct drops in-game (then being basically worthless) or you can get them from case drops (or buying cases on the Steam market) and buying a key to open them. So you will get paid if you're lucky enough to have Valve include one of your skins in a case. TL;DR Only if Lord Gaben approves.
Could you make a tutorial on how to uploade the random skins? When i tryed to save i think it only saved one of the random patterns that i wanted and not every random skin combination possible to get
Thanks for the tutorial, it's helping me a lot! I use photoshop and 3d Coat in my process but I'm having a problem with the pattern quality when I import it to workbench. Do you have any tips about it ?
@@Hollandje how to document the process? I haven't watched the 7th video yet but still that's the only problem I am having On the site it says if required valve can ask to document the process, "Posting concept art, mood boards, or images from which you have pulled inspiration are encouraged" So how to do this?
@@tanmay_6363 Literally what they say, what inspired you, show sketches, halfway pictures, talk about your process, this all helps in proving you made the artwork yourself
These videos have been so useful learning how to make a skin, thanks for making them! I was wondering, are there any advantages to making a paint by color skin? Seems to me like it would be easier to make it the colors I want it to be and make it a CPJ instead of guessing how red/blue/green to make it and hope painting by color works. Thanks!!!
The paint by colour system has the advantage of being quite versatile in colour combinations. It allows you to super quickly adjust colours in-game. Also, there are 4 out of 5 pattern styles with this system so if you want some variety on how the pattern is applied it is a must
@@Hollandje I just don't get how it works lol. seems too complicated for me as a beginner! I'll probably stick to CPJ for now. But the main advantage is being able to switch colors quickly in the csgo workshop instead of having to go manually change a color in photoshop if needed? Thanks for the help!
hi, sorry to keep bugging you, but good news! ive completed the skin! thanks for your help! a small problem is, in 3d coat, i have applied a metallic texture to it, but when i transfer it over into photoshop and as a targa file, and then over to vtf, when i view it in game the metallic properties seem to be gone. u got any way to fix that, please?
Metal materials are generally heavily relying on specular/glossiness or roughness/metallic maps. You gotta figure out how to use those properties to make your metal look good. I don't exactly know how
Hey man, my skin got added into the new operation (Control collection) and I was wondering if you could help me with what happens next? The skin that got accepted was the Awp Fade and I had made it 5 years ago. Came on the other day and it had said it was accepted and that I had to sort out all the tax information etc. I’ve done all of this and now I guess it’s a waiting game for them to check it all or? I can’t see the revenue from it yet which is why i am so curious as to what needs to be done next :/
Did you get an email that said that your workshop contribution got accepted? If not than valve has just used their own texture from the original Glock. I'm personally afraid for the latter. If something got accepted of yours than you can see the revenue on the following page: steamcommunity.com/profiles/YOURSTEAMID/revenueactivity/
I am currently working on a M4A4 skin....I have a wear problem at the reload magazine i adjusted the alpha channel as u said in the video but i dont see any changes in the game please help me bro ...
For certain parts the alpha seems to require tremendously high values like in a previous episode he showed with the scope. Certain parts wear nearly instantly.
Would you mind telling me : 1. Can we use these skins for ourselves if they are submitted but not approved for market? 2. Can we post the skins without adding billing info? Reply would be appreciated, TIA
1. Only in offline matches and servers that have sv_pure set to 0 (only visible to you) 2. No, you can only finalize your skins on the workshop once the billing information is approved
i find it funny how each video gets less and less views as more and more people quit and only the people that really want to make skins stay through the end.
Hey, i have just started attempting to make a skin, and have a few questions near the end of making it. I would really really appreciate the help, as I have hit a complete road block. I work with photoshop, but as I am quite new to designing , I am having some trouble. Your help would be sooo much appreciated. Thank you!
Hollandje thanks a lot! I wanted to create a custom pattern for the weapon, and Well, after listening to advice from someone else, i learnt that it is possible to create a png image and use the merge down feature, it’s possible to apply the image directly onto the surface of the skin. But when I do that, a few chunks of the image simply disappear, and since the weapon I’m working with is the deagle, the tga file is a complete mess! I am also quite uncertain as to how you get the textured finish on a weapon, like what you have with the rusted look on the oxide blaze. An awesome skin by the way, which I recently started using as my default deagle.
@@acoldite2035 I don't really know what the merge down feature does but I think it just merges all the layers underneath said layer in 1 layer, but I could be wrong. Are we talking about a random pattern or a custom paint job/gunsmith finish?
Hollandje another big question i have is about the textures, I’m trying to get something of a metallic-ish texture, kind of like what u would find on a Doppler knife? Having a really big headache with that. Can’t afford any software like 3D coat, and I think valve will know if u pirated it 😂 (joking, of course). But yeah.
@@FlickBait If Valve does not accept the skin to the game than it cannot be used by other players nor you. You can only use it in offline matches or community servers where the sv_pure command is set to 0 (any server with custom content has this set to 0). The change will only be visible to you and not to others.
@@kali8897 VMT's are just text files, VTF's are texture files (valve texture format) which are not supported in photoshop. Convert (export) to TGA and then load it in PS
@@brady0340 the ones you see on the workshop are posted as a weapon finish for a weapon that is supported by the workbench (let's say ak). They just upload pictures of the knife.
Just found these tutorials. Great job and keep it up! I'm really interested in both the normal maps and the 3d painting tutorial that you mentioned. I'm curious about how you would go about making the '3D' weapon skins, and I think that would be a really cool video if you know how to make them. Keep up the good work!
maaaaaaaaan i love you
Thank you for the series!
I would love if you could make a video about how to create 'normal maps' (3D-look textures) and how to include them when you upload the skin to the workshop! I think that would be very interesting for many of us!
Cheers!
Please continue with this tutorials you are helping me a lot
BRO
you are so underrated
trust me, i always wanted to make my own csgo skin
But the most important question is how do you stop the Dutch government from stealing half your earnings? Did you start a company in the Cayman Islands?
There are 2 things certain in life. Death and taxes.
@@Hollandje - Ghandi
About normals video please
thank you so much for these tutorials
nice tutorial playlist ! ty and of nice workshop
sadly ur last videos :(
Hey Hollandje! Can you make the last tutorial to Substance Painter and 3D coat, please?:( For us, small amount of poor ppls. Or could you advice tutorials where we can look it for? Please, please, Hollandje(
Hi, have a quick question for you. How do you in inspect your "Patina" type skins as a 3d model to take some screenshots for workshop. I used blender to do it with custom paint job there you can upload a texture on a 3d model but that will not work with patina. Maybe you have some other tips on how to take a good screenshots for workshop without any quality lose, because thats is actualy the biggest problem that I have. Hope you will answer me. Have a good day sir.
With patina you can find the mask in the game files or mask out the parts by hand. There is sadly no way to export your texture from the game with the both textures applied :(
Hi, quick question. For starting out, would you recommend doing a pattern? It seems much less effort for a potentially good-looking skin.
Also to clarify, once you submit, you need approval from Valve before it gets published, I'm assuming. Is it possible to immediately monetize thereafter?
Depends on what you mean exactly by "immediately monetize". You can "potentially monetize" it. As far as I know, skins are either direct drops in-game (then being basically worthless) or you can get them from case drops (or buying cases on the Steam market) and buying a key to open them. So you will get paid if you're lucky enough to have Valve include one of your skins in a case. TL;DR Only if Lord Gaben approves.
Could you make a tutorial on how to uploade the random skins? When i tryed to save i think it only saved one of the random patterns that i wanted and not every random skin combination possible to get
Thanks for the tutorial, it's helping me a lot! I use photoshop and 3d Coat in my process but I'm having a problem with the pattern quality when I import it to workbench. Do you have any tips about it ?
What is the problem with the pattern quality?
@@Hollandje how to document the process? I haven't watched the 7th video yet but still that's the only problem I am having
On the site it says if required valve can ask to document the process, "Posting concept art, mood boards, or images from which you have pulled inspiration are encouraged"
So how to do this?
@@tanmay_6363 Literally what they say, what inspired you, show sketches, halfway pictures, talk about your process, this all helps in proving you made the artwork yourself
Im making a 3d skin with normal maps in substance painter, the problem is it doesnt look like the render in substance could u help me?
7:58 Finis Shtyle
These videos have been so useful learning how to make a skin, thanks for making them! I was wondering, are there any advantages to making a paint by color skin? Seems to me like it would be easier to make it the colors I want it to be and make it a CPJ instead of guessing how red/blue/green to make it and hope painting by color works. Thanks!!!
The paint by colour system has the advantage of being quite versatile in colour combinations. It allows you to super quickly adjust colours in-game. Also, there are 4 out of 5 pattern styles with this system so if you want some variety on how the pattern is applied it is a must
@@Hollandje I just don't get how it works lol. seems too complicated for me as a beginner! I'll probably stick to CPJ for now. But the main advantage is being able to switch colors quickly in the csgo workshop instead of having to go manually change a color in photoshop if needed? Thanks for the help!
Sir I have a doubt pls tell me how to paint on awp scope pls help me...
hi, sorry to keep bugging you, but good news! ive completed the skin! thanks for your help! a small problem is, in 3d coat, i have applied a metallic texture to it, but when i transfer it over into photoshop and as a targa file, and then over to vtf, when i view it in game the metallic properties seem to be gone. u got any way to fix that, please?
Metal materials are generally heavily relying on specular/glossiness or roughness/metallic maps. You gotta figure out how to use those properties to make your metal look good. I don't exactly know how
hey, could you do a tutorial on making metallic skins?
and your voice
@@randomguy1592 yea
I am having some troubles using the alpha channel in gimp software. i can't change the grayscale value at all. Please help me if you can
Hey man, my skin got added into the new operation (Control collection) and I was wondering if you could help me with what happens next?
The skin that got accepted was the Awp Fade and I had made it 5 years ago. Came on the other day and it had said it was accepted and that I had to sort out all the tax information etc.
I’ve done all of this and now I guess it’s a waiting game for them to check it all or?
I can’t see the revenue from it yet which is why i am so curious as to what needs to be done next :/
Did you get an email that said that your workshop contribution got accepted? If not than valve has just used their own texture from the original Glock. I'm personally afraid for the latter. If something got accepted of yours than you can see the revenue on the following page: steamcommunity.com/profiles/YOURSTEAMID/revenueactivity/
Sorry to break down this to you but valve made fade two years before you
@@CONNNE lmao
I am currently working on a M4A4 skin....I have a wear problem at the reload magazine i adjusted the alpha channel as u said in the video but i dont see any changes in the game please help me bro ...
For certain parts the alpha seems to require tremendously high values like in a previous episode he showed with the scope. Certain parts wear nearly instantly.
@@snowballeffect7812 yeah I just set the alfa value to 100 for the reload magazine but still it shows the same error
BRO PLS MAKE TO TUTORIAL ON HOW TO UPLOAD OUR SKIN
I cover that in part 4 of the tutorial series
hes still going just in time for me to make my first one but I have a question
if I dont have a skin for the M4A4 then can I change it?
You technically can, but it's a bit more annoying. I don't 100% know how so I can't help you, I'm sorry
@@Hollandje its fine just didnt know and also can u use paint 3d with the obj and paint on it and kinda rip the texture off into a tga
@@damagedchunk9017 I've never used paint 3d so I wouldn't know. I highly recommend using Photoshop as it is quite the industry standard :)
Would you mind telling me :
1. Can we use these skins for ourselves if they are submitted but not approved for market?
2. Can we post the skins without adding billing info?
Reply would be appreciated, TIA
1. Only in offline matches and servers that have sv_pure set to 0 (only visible to you)
2. No, you can only finalize your skins on the workshop once the billing information is approved
@@Hollandje thank you so much
i find it funny how each video gets less and less views as more and more people quit and only the people that really want to make skins stay through the end.
how can i use this in game??
Hey, i have just started attempting to make a skin, and have a few questions near the end of making it. I would really really appreciate the help, as I have hit a complete road block. I work with photoshop, but as I am quite new to designing , I am having some trouble. Your help would be sooo much appreciated. Thank you!
Sure, fire away
Hollandje thanks a lot! I wanted to create a custom pattern for the weapon, and Well, after listening to advice from someone else, i learnt that it is possible to create a png image and use the merge down feature, it’s possible to apply the image directly onto the surface of the skin. But when I do that, a few chunks of the image simply disappear, and since the weapon I’m working with is the deagle, the tga file is a complete mess! I am also quite uncertain as to how you get the textured finish on a weapon, like what you have with the rusted look on the oxide blaze. An awesome skin by the way, which I recently started using as my default deagle.
@@acoldite2035 I don't really know what the merge down feature does but I think it just merges all the layers underneath said layer in 1 layer, but I could be wrong. Are we talking about a random pattern or a custom paint job/gunsmith finish?
Hollandje custom paintjob, I’ve made an artwork which is to be placed on a specific part of the gun
Hollandje another big question i have is about the textures, I’m trying to get something of a metallic-ish texture, kind of like what u would find on a Doppler knife? Having a really big headache with that. Can’t afford any software like 3D coat, and I think valve will know if u pirated it 😂 (joking, of course). But yeah.
Whats The Use Of Making These If You Cant Use Them Or We Can Use Them Pls Tell
You can upload them to the workshop and if Valve accepts them everyone can use them and they pay you royalties
@@Hollandje ok
@@Hollandje but if valve not accepts them them what
@@Hollandje can i do something in the game_text files ?
@@FlickBait If Valve does not accept the skin to the game than it cannot be used by other players nor you. You can only use it in offline matches or community servers where the sv_pure command is set to 0 (any server with custom content has this set to 0). The change will only be visible to you and not to others.
hi why i dont have weapons folder pls if somebody can answer
Did you unpack pak01_dir.vpk?
its ok i fix it
@@Hollandje another problem is when i want to put vtf file in photoshop i get error and then i dont know what to do
@@Hollandje and can i use vmt or i need to use vtf
@@kali8897 VMT's are just text files, VTF's are texture files (valve texture format) which are not supported in photoshop. Convert (export) to TGA and then load it in PS
70 likes 70 comments +1
normalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmapnormalmap
Hi bro
I just made a karambit skin using 3D paint. I want to view it in my work bench and publish it. how should I do it bro ??
You can not publish knife skin finishes to the workshop as of now. Only weapons (excl. Zeus) are supported thus far
@@Hollandje Then how do knife skins are actually published bro??
@@brady0340 They are made by Valve.
@@brady0340 the ones you see on the workshop are posted as a weapon finish for a weapon that is supported by the workbench (let's say ak). They just upload pictures of the knife.
@@Hollandje Thank you bro I am referring your videos to make my skins... hope it comes good...
I know its wrong video but I wont be noticed if its not in this one