@@viperskins Nah, you dont have to apologize for this instead I should be more thankful as from videos like this ive have learned a lot and was able to make my fist skin and it feels amazing and exiting
hey, i turned down metallic value while taking albedo map. Before taking roughness and normal map, should i set back my metallic value to how it was before, or is it fine if i let it stay the same as during albedo? Great series btw, keep doing more types of skin tutorials pls, like art, engravings etc
Thank you for your nice words! Regarding the metallic value, it doesn't matter. You can keep it zero or return it to the original value because it's independent of roughness and normal, so it has no effect on them
Any fixes to my pc freezing and turning green and blender crashing when bakin maps? It always happens when i bake no matter how many tasks i end. I would truly appreciate it If u could find a solution for this problem,all the cool skins i made didnt make it out of blender
Man you have no idea how much I appreciate your donation. Thank you so much for that and for the very nice words! This enables me to continue making more content. Speaking of Blender 4, I recently upgraded to that version and now I'm creating a new video and will be using Blender 4. Stay tuned ;) Once again, I'm very grateful for the donation and the sweet comment. Thank you so much. Always let me know if you need any help :)
great series! I recently saw a skin uploaded to the workshop where the gun was partially transparent and you could see the map object through the weapon. Do you have any idea how this was done>?
Hello I have a problem in blender 4.1 when I bake the silencer of the m4a1-s it's going out from the UV map, only my handle and the body of the weapon are baking, the stock, barrel and silencer aren't. I've tried too resize the mesh in the UV map but the textures messed up :(
Just a tip for people using Blender's 'Node group' feature for materials - when you bake the materials, you need to put the 'Image texture' with the created img for the bake image within (inside) this group, not only outside it where's the 'Material output' - otherwise this material won't be baked.
Im having issues with the bakes, some parts of mine just turn black other than my wood even though i don't have metallic on them. Can you please help. Also thanks so much for the video, they are incredibly helpful. I also skipped the mask part because I didn't want another part of my gun to be wood so that could be the issue but im not sure. I also had trouble with the drawing because i couldn't find the Texture slots. I am on the newest version btw.
Regarding the Texture Slots watch this short video: ruclips.net/user/shortsFkf55wD63T0?feature=share Regarding black parts in Albedo, check again that the metallic values of your shaders are all set to zero. Also make sure that you're not using weird shaders like the glass shader because it won't work
If you are brand new to Blender then I suggest that you watch a few basic tutorials to get yourself familiar with the tool. Also if you started watching the tutorial from this video then I also suggest that you start from the beginning (Part 1) because I explain stuff in detail. If after all this you still have questions feel free to let me know :)
I know that you mentioned that you will talk about the metallic settings that we will change later, but is there any way that you could show me where that is at. ( I have been following your video and I am almost done with my skin its just that a part of my gun doesn't look metallic at all) Thanks for the great Tutorial BTW
Basically what you need to do is to give dark colors to the metallic parts of your skin in the Roughness map, and then in the Workshop Item Editor choose either Gunsmith or Patina as your skin style. That's how you achieve a metallic look
@@viperskins Thanks for the quick response. I tried doing what you told me but for some reason the scope doesn't have the same roughness as the body even when I added an Alpha channel.
@@upfor5124 Sorry for the delay. I've just posted a new video that might solve your issue: ruclips.net/video/7-pcyGCtJ9c/видео.html Let me know if it does (Or doesn't!)
Thank you my man :) If you have any specific questions feel free to ask here in the comments or on my social media accounts if you prefer, and i'll try to help you as much as possible
Where does it say so? I've never seen Blender give a estimated time for the baking process. Have you tried to bake anyway? If baking takes too long for you then make sure that under the Render Properties tab: 1. "Device" is set to GPU Compute 2. "Noise Threshold" under Sampling -> Render is set to something between 0.2-0.4 3. "Max samples" under Sampling -> Render is not set to a very high value. Make sure it's at most 4096. If it is already 4096 then lower it to 2048. This might cause a bit of quality loss but I doubt it will be anything drastic 4. Make sure that no other heavy programs are running in the background during the bake process Start with those suggestions and see what happens
hey there, loved the tutorial but im having an issue, I'm attempting a glock skin and disassembled it into 3 parts, the top, body, and mag. when I go to bake the maps the UVS are not in the original positions. i would suspect it has to do with separating the parts but I'm not sure. nonetheless I'm at a bit of a standstill. would love to hear your insight on what I may have done wrong.
Disassembling a model should NOT mess with the UV maps of any part. Are you by any chance using any Blender addons to create the materials of your skin textures?
yayy! finally another great video. thanks man! I have a query! will we fix the metallic parts later in workshop? should we not change the metallic part value to 1 before baking roughness map?
The metallic value and the roughness are 2 separate and independent values. So setting the metallic value back to 1 will not affect the roughness map. Of course the skin will not look as bad as it does after lowering the metallic value in Blender. If you want a spoiler for next video then what you need to do is to set your skin as a gunsmith skin (Or Patina if all of your skin is metallic), and of course in the roughness map the metallic parts should have a dark gray color
I guess you created 3 images for 3 different materials? It's enough to create 1 image. Create an Image Texture node for every material you have in Blender but for all of them assign the same image. Also make sure that you select the image that you want to store the baked maps before you bake, so that it won't bake over the bump image
I’ve got only one problem For some reason in “texture paint” tab the other (wooden) part of the weapon disappeared when i worked with metal bumps and i didnt understand how to make it appear back. in the top right corner nothing was disabled (i was already familiar with blender when i started whatching ur great series so the problem is unobvious)
so I pressed bake for the albedo mad and set all metallic values to zero check the settings to make sure they match yours and the wood texture does not appear on the map. any idea on how to fix?
@@viperskins yep but I am on the workshop tools and for some reason it gives me an error code and it won't let me test. I made sure that I followed your Instructions (even watched the video 3 times) and it keeps giving me an error that other people had back in October last year
Hey Viper, Excellent videos as always man. Do you possibly have any idea why my UV's end up baking not in the same layout as the default UV's ?? I followed this process and all worked well, but the baking just ends up in a UV that looks nothing like the default one, I can't figure out why for the life of me. It must be something I'm doing, but i just don't understand what it could be. Anyway, keep it up dude!
I FIXED IT! After hours and hours and hours of trouble shooting, apparently there were additional UV Maps generated for one reason or another. I found that in the Data Object Properties tab (3 green dots in a triangle, right side of the screen) I could select the original UV at the top, and delete the newly generated ones. If anyone is having this issue and need better instructions, let me know!
Very interesting.... In a matter of few days I've got 3-4 similar comments complaining about messed up UVs. However one other comment mentioned something about using Blender addons (In that case it was Blenderkit). Are you by any chance using any addons to create the materials of your skin textures?
@@shcaboose that's good to know. It seems that this addon is not very suitable for skin making since it changes the UV maps. Maybe try applying the textures created by the addon on a different model (Say a cube or something) and then use the newly created materials on the weapon. This way it will not change the UV map but you'll need to tweak the material so that it fits the weapon well
@@viperskins once i figured out what exactly was happening, I could fix it every single time! if i ever see its changed after a bake, I just go delete the new uv which is usually "autouv" and the original one still exists in the list. Thanks again for the incredible content, man. Your guides and your site are absolutely killer for the community!
Viper i need ur help! a contest has been launched by face it on making the best cs2 community map that might be added to the game, and i honestly know nothing about making them, and since i couldnt find anypne i understood his tutorials better than you, i came to you, so would you pleaaaase make a tutorial on making cs2 maps, i really wanna get a map on cs2
Thank you for all your nice comments, they really mean a lot to me. Regarding a maps tutorial, unfortunately I've never tried to get into creating maps, so my knowledge about the topic is zero! I might consider creating maps in the future, and once I figure out the process I will make tutorials about it. But it won't be happening soon :(
I could never paint the barrel of an AWP. Even if I paint it in Blender, the barrel looks normal when I examine it in game. This problem occurs not only with the barrel but also with many weapons. How can I fix this?
Have you tried my suggestion of creating an alpha channel? I replied to your comment on the other video. If you don't know how to create the alpha channel then watch this video till the end
Can some elements not be reflected when baking? I designed it in an ice style, and the output keeps getting weird when I bake it. I spend 2 hours to solve this problem. But I cant solve it.
Not sure how you tried to achieve ice texture but if you used specific shaders like the Glass or Glossy shaders then it won't work well that easily. You might want to try the Combined bake option but then you'll need to have good lighting in your scene, and there's no guarantee that Valve will like the idea of having light baked in the UV maps
Either through hiding something in the alpha channel (In which case the easter egg will appear in worn levels) or make a pattern skin and hide the easter egg in the pattern image
idk im asking what the albedo map in blender 3.6 is because I cant see albedo in the options also I couldnt watch the video fully because of my work so yeah i will finish it now@@viperskins
found another problem @@viperskins 🙃when I baked the sawed off map I didnt have half of the parts that are on the map and I selected all off them (whit xray and yes I did cover all the black spots), they just didnt show up on the map
Sorry for the delay. From my experience this can happen if you bake part of the weapon, not sure why though. But it's ok because in GIMP or Photoshop you can select the black color and remove it
i want to bake the image texture but i have applied downloaded material on some part and and in that material shader lot of things going on i dont even see the matallic value anywhere, what should i do ?
When you say "applied downloaded material" do you mean that you're using a downloaded image? Or a full set of Blender nodes that you downloaded? I suppose from what you describe that it's the 2nd option. In that case I think one of the shaders of your material is not a Principled Shader (Glass or Glossy maybe?). If that's the case then just for the baking part replace those shaders with a principled shader and give it the color and roughness that you want
Make new texture w/ alpha 0 in all mats (highlighted) Cycles GPU 0 Margin no lighting Albeto map AKA diffuse (NO METALLIC VALUE & SAVE AS PNG) Normal & Roughness (SAVE AS TARGA) Alpha maps for wear darker = slower wear lighter = faster wear
I didn't quite understand, when you modify the albedo map's alpha, do you save it over the albedo image you used or you save it as a new image/map? Or does cs2 turns off the apha channel mask for factory new?
"Image saved internally, save it externally or pack it" I have no idea what to do now. This messege comes up after I bake the UV map, ive followed every step until now and with any problems I've been able to fix myself but I dont understand how to fix this one 😅 If you could help me out with some wisdom is would be heavily appreciated Viper! (Great video regardless)
That message simply means that the baking process is complete. Now proceed by saving the image as I mention in the video (Alt+Shift+S to save as a new image)
@@viperskins Alright but it ends up being fully transparent, I had already thought of that but since it was fully transparent I thought I did it wrong, how do I fix this?
Is there a discord for help with this? I have set all metallic values to 0 and followed all steps multiple times, and i get all baked parts in my uv sheet black no matter what i do, someone please help! lol
@@viperskins yes, this is my first skin i have ever made, and im trying to do an AWP skin is it normal to have 7 different UV maps with the AWP or should they all be on the same? Because im getting 7 😅 and when i finally got it all layered through GIMP and tried to see it in game the colors of some parts were on random spots i tried all values from 10 through -10 and all rotations and nothing worked so i think im doing something horribly wrong but i dont know what lol
@@JustaFuntage 1. Have you fixed the black parts? 2. When you said "yes", do you mean you're using glass or glossy shaders? 3. When you say you get 7 different uv maps do you mean bake results? Do you have the AWP disassembled into 7 parts? If so then that's OK but personally I prefer to keep the number as low as possible. I mostly use mask images unless I find it very necessary to disassemble the weapon 4. Watch part 4 to see how to work with the Workshop Item Editor
@@viperskins no i have not fixed the black issue, the body of the awp is white and base material with white color code, but appearing black in UV map with no metallic value. Ive used stainless steel/crimson/gunmetal grey/glass/ and black color codes for various parts. I did not add a texture to anything besides the stock of the AWP and the rubber stops on the bipod. 3. I have seperated multiple parts to only paint that specific parts to add really specific details and maybe i did too much idk. I have watched all 5 videos you have on making skins and theyre amazing and super helpful, i think i may just went too detailed and maybe im in over my head idk i cant seem to fix it. The only texture i have added is for the UV mapping process, and 1 to control the color of each part. There are 13 different colors i beileve.
@@viperskins Thank you very much. But now I have a new problem - when I load it into the workshop tool and click “inspect” the AWP that I made in blender - it does not paint the barrel, scope and some parts with the skin. What is the problem? I thought that creating a skin in Blender would help me solve this problem, but unfortunately it didn’t work out (before that I worked in Adobe Substance) I can show it in discord, if you need
@@viperskins Please sorry, I only know a little English (I’m from Ukraine), it’s very difficult for me to perceive the information from your videos, but I’m trying. Thanks for answering!
Always nice to see your hard work called totally useless, thanks! It seems that you're using Blender 4, which has many UI changes. Blender 4 came out after I started working on the tutorial. I stated in Part 1 of the tutorial that I use version 3.2.1. I expect from the viewers of my tutorial to have at least a certain minimum IQ level to be able to realize that I use a different version and to look for the equivalent options in the versions that they use, or at least Google it. If you can't do that yourself then.... well, you have bigger problems than learning how to create skins!
Are you seriouslyy that dumb that you didnt think of a different version exists, and disregard any teachings the creator made?, you encounter 1 problem and said, the video is useless. Im handicapped now. Not everything is given to you everytime you want them to be.
bro, your tutorial is the only one that helped me thank you a lot
Thank you for your nice words! I'm glad my tutorial helped :)
Great series, please continue this, you’re so helpful
Waiting for this video since a long time. 👍
Time to get to work
I apologize for the delay! Trying my best to keep up :)
@@viperskins Nah, you dont have to apologize for this instead I should be more thankful as from videos like this ive have learned a lot and was able to make my fist skin and it feels amazing and exiting
always on time with a new video
Love you Viper, incredible help. Thank you!
My pleasure! Always happy to help :)
Hey thank you a lot for this it was very helpful :)
hey, i turned down metallic value while taking albedo map. Before taking roughness and normal map, should i set back my metallic value to how it was before, or is it fine if i let it stay the same as during albedo? Great series btw, keep doing more types of skin tutorials pls, like art, engravings etc
Thank you for your nice words!
Regarding the metallic value, it doesn't matter. You can keep it zero or return it to the original value because it's independent of roughness and normal, so it has no effect on them
@@viperskins thanks for both the reply and the explanation. Helps better understand the 'why ' part
Any fixes to my pc freezing and turning green and blender crashing when bakin maps? It always happens when i bake no matter how many tasks i end. I would truly appreciate it If u could find a solution for this problem,all the cool skins i made didnt make it out of blender
This tutorial series is great, even after Blender 4's UI overhaul. The dude who said this was useless is a fetus lol.
Man you have no idea how much I appreciate your donation. Thank you so much for that and for the very nice words! This enables me to continue making more content.
Speaking of Blender 4, I recently upgraded to that version and now I'm creating a new video and will be using Blender 4. Stay tuned ;)
Once again, I'm very grateful for the donation and the sweet comment. Thank you so much. Always let me know if you need any help :)
great series! I recently saw a skin uploaded to the workshop where the gun was partially transparent and you could see the map object through the weapon. Do you have any idea how this was done>?
Thank you :)
I saw that skin but didn't get the chance to try and figure it out
Great video as usual❤🎉
Hello I have a problem in blender 4.1 when I bake the silencer of the m4a1-s it's going out from the UV map, only my handle and the body of the weapon are baking, the stock, barrel and silencer aren't. I've tried too resize the mesh in the UV map but the textures messed up :(
Is it still true that if Metallic value is greater than zero, the colour will appear black in the baked result? Or does it work now?
Just a tip for people using Blender's 'Node group' feature for materials - when you bake the materials, you need to put the 'Image texture' with the created img for the bake image within (inside) this group, not only outside it where's the 'Material output' - otherwise this material won't be baked.
I didn't put the image texture node inside the grouped node and i didn't have any issues
@@viperskins weird, for me without the image texture node within the group all the materials that were based on this group didn't baked.
Great Series Brotha
Thank you so much!
Im having issues with the bakes, some parts of mine just turn black other than my wood even though i don't have metallic on them. Can you please help. Also thanks so much for the video, they are incredibly helpful. I also skipped the mask part because I didn't want another part of my gun to be wood so that could be the issue but im not sure. I also had trouble with the drawing because i couldn't find the Texture slots. I am on the newest version btw.
Regarding the Texture Slots watch this short video: ruclips.net/user/shortsFkf55wD63T0?feature=share
Regarding black parts in Albedo, check again that the metallic values of your shaders are all set to zero. Also make sure that you're not using weird shaders like the glass shader because it won't work
these all looks so complicated , my brain isn't braining
If you are brand new to Blender then I suggest that you watch a few basic tutorials to get yourself familiar with the tool. Also if you started watching the tutorial from this video then I also suggest that you start from the beginning (Part 1) because I explain stuff in detail. If after all this you still have questions feel free to let me know :)
@@viperskins i know blender well but other stuff seems hard 😓
I know that you mentioned that you will talk about the metallic settings that we will change later, but is there any way that you could show me where that is at. ( I have been following your video and I am almost done with my skin its just that a part of my gun doesn't look metallic at all) Thanks for the great Tutorial BTW
Basically what you need to do is to give dark colors to the metallic parts of your skin in the Roughness map, and then in the Workshop Item Editor choose either Gunsmith or Patina as your skin style. That's how you achieve a metallic look
@@viperskins Thanks for the quick response. I tried doing what you told me but for some reason the scope doesn't have the same roughness as the body even when I added an Alpha channel.
@@upfor5124 Sorry for the delay. I've just posted a new video that might solve your issue: ruclips.net/video/7-pcyGCtJ9c/видео.html
Let me know if it does (Or doesn't!)
Brother, your work is very good.
I'm following the series to see if I can solve some mistakes I'm making when putting the skin in the cs2 workshop.
Thank you my man :)
If you have any specific questions feel free to ask here in the comments or on my social media accounts if you prefer, and i'll try to help you as much as possible
Thanks to you, I was able to solve my problem.
for some reason it says the baking will take 8 hours. is this normal? if not how to fix?
Where does it say so? I've never seen Blender give a estimated time for the baking process.
Have you tried to bake anyway? If baking takes too long for you then make sure that under the Render Properties tab:
1. "Device" is set to GPU Compute
2. "Noise Threshold" under Sampling -> Render is set to something between 0.2-0.4
3. "Max samples" under Sampling -> Render is not set to a very high value. Make sure it's at most 4096. If it is already 4096 then lower it to 2048. This might cause a bit of quality loss but I doubt it will be anything drastic
4. Make sure that no other heavy programs are running in the background during the bake process
Start with those suggestions and see what happens
thank you a lot!
hey there, loved the tutorial but im having an issue, I'm attempting a glock skin and disassembled it into 3 parts, the top, body, and mag. when I go to bake the maps the UVS are not in the original positions. i would suspect it has to do with separating the parts but I'm not sure. nonetheless I'm at a bit of a standstill. would love to hear your insight on what I may have done wrong.
Disassembling a model should NOT mess with the UV maps of any part. Are you by any chance using any Blender addons to create the materials of your skin textures?
On the Zeus x27 I am having problems with the game not recognizing the texture even with proper modifications, did I forget UV mapping?
What do you mean by "the game not recognizing the texture"? What do you get exactly? Also, what do you mean by proper modifications?
yayy! finally another great video. thanks man!
I have a query! will we fix the metallic parts later in workshop? should we not change the metallic part value to 1 before baking roughness map?
The metallic value and the roughness are 2 separate and independent values. So setting the metallic value back to 1 will not affect the roughness map.
Of course the skin will not look as bad as it does after lowering the metallic value in Blender. If you want a spoiler for next video then what you need to do is to set your skin as a gunsmith skin (Or Patina if all of your skin is metallic), and of course in the roughness map the metallic parts should have a dark gray color
thanks for explaining. appreciate it 👍@@viperskins
Blender always bake 3 UV Sheets, not all 3 in 1 Sheet, it always switch to my Bump PNG and not the UV.
I guess you created 3 images for 3 different materials? It's enough to create 1 image. Create an Image Texture node for every material you have in Blender but for all of them assign the same image.
Also make sure that you select the image that you want to store the baked maps before you bake, so that it won't bake over the bump image
I’ve got only one problem
For some reason in “texture paint” tab the other (wooden) part of the weapon disappeared when i worked with metal bumps and i didnt understand how to make it appear back.
in the top right corner nothing was disabled (i was already familiar with blender when i started whatching ur great series so the problem is unobvious)
Are you viewing the weapon in the Material Preview mode?
@@viperskins yep
so I pressed bake for the albedo mad and set all metallic values to zero check the settings to make sure they match yours and the wood texture does not appear on the map. any idea on how to fix?
nevermind i just wasnt patient.
All good now?
@@viperskins yep but I am on the workshop tools and for some reason it gives me an error code and it won't let me test. I made sure that I followed your Instructions (even watched the video 3 times) and it keeps giving me an error that other people had back in October last year
Hey Viper, Excellent videos as always man. Do you possibly have any idea why my UV's end up baking not in the same layout as the default UV's ?? I followed this process and all worked well, but the baking just ends up in a UV that looks nothing like the default one, I can't figure out why for the life of me. It must be something I'm doing, but i just don't understand what it could be. Anyway, keep it up dude!
I FIXED IT! After hours and hours and hours of trouble shooting, apparently there were additional UV Maps generated for one reason or another. I found that in the Data Object Properties tab (3 green dots in a triangle, right side of the screen) I could select the original UV at the top, and delete the newly generated ones. If anyone is having this issue and need better instructions, let me know!
Very interesting.... In a matter of few days I've got 3-4 similar comments complaining about messed up UVs. However one other comment mentioned something about using Blender addons (In that case it was Blenderkit). Are you by any chance using any addons to create the materials of your skin textures?
@@viperskins YEP!! this particular one was something from blenderkit.
@@shcaboose that's good to know. It seems that this addon is not very suitable for skin making since it changes the UV maps. Maybe try applying the textures created by the addon on a different model (Say a cube or something) and then use the newly created materials on the weapon. This way it will not change the UV map but you'll need to tweak the material so that it fits the weapon well
@@viperskins once i figured out what exactly was happening, I could fix it every single time! if i ever see its changed after a bake, I just go delete the new uv which is usually "autouv" and the original one still exists in the list. Thanks again for the incredible content, man. Your guides and your site are absolutely killer for the community!
Viper i need ur help! a contest has been launched by face it on making the best cs2 community map that might be added to the game, and i honestly know nothing about making them, and since i couldnt find anypne i understood his tutorials better than you, i came to you, so would you pleaaaase make a tutorial on making cs2 maps, i really wanna get a map on cs2
Thank you for all your nice comments, they really mean a lot to me. Regarding a maps tutorial, unfortunately I've never tried to get into creating maps, so my knowledge about the topic is zero! I might consider creating maps in the future, and once I figure out the process I will make tutorials about it. But it won't be happening soon :(
@@viperskins damn
I could never paint the barrel of an AWP. Even if I paint it in Blender, the barrel looks normal when I examine it in game. This problem occurs not only with the barrel but also with many weapons. How can I fix this?
Have you tried my suggestion of creating an alpha channel? I replied to your comment on the other video. If you don't know how to create the alpha channel then watch this video till the end
Can some elements not be reflected when baking? I designed it in an ice style, and the output keeps getting weird when I bake it.
I spend 2 hours to solve this problem. But I cant solve it.
Not sure how you tried to achieve ice texture but if you used specific shaders like the Glass or Glossy shaders then it won't work well that easily. You might want to try the Combined bake option but then you'll need to have good lighting in your scene, and there's no guarantee that Valve will like the idea of having light baked in the UV maps
4:52 This problem kept bothering me for months
Yeah i imagined that so many people will fall into this, hence the emphasis!
and how to add easter eggs?
Either through hiding something in the alpha channel (In which case the easter egg will appear in worn levels) or make a pattern skin and hide the easter egg in the pattern image
quick question what's an albedo map in blender 3.6?
The settings that i mention in the video for the Albedo Map don't work in Blender 3.6?
idk im asking what the albedo map in blender 3.6 is because I cant see albedo in the options also I couldnt watch the video fully because of my work so yeah i will finish it now@@viperskins
shit I understand now my alpha was on 100% and not on 0%@@viperskins
found another problem @@viperskins 🙃when I baked the sawed off map I didnt have half of the parts that are on the map and I selected all off them (whit xray and yes I did cover all the black spots), they just didnt show up on the map
Lets contniu this tomorow
I did what you said but my background on the baked images was not transparent, it was black. Did I do something wrong?
Sorry for the delay.
From my experience this can happen if you bake part of the weapon, not sure why though. But it's ok because in GIMP or Photoshop you can select the black color and remove it
ok, thanks@@viperskins
i want to bake the image texture but i have applied downloaded material on some part and and in that material shader lot of things going on i dont even see the matallic value anywhere, what should i do ?
i tried to bake but then that part appears black on uv map just like you said
When you say "applied downloaded material" do you mean that you're using a downloaded image? Or a full set of Blender nodes that you downloaded?
I suppose from what you describe that it's the 2nd option. In that case I think one of the shaders of your material is not a Principled Shader (Glass or Glossy maybe?). If that's the case then just for the baking part replace those shaders with a principled shader and give it the color and roughness that you want
Make new texture w/ alpha 0 in all mats (highlighted)
Cycles GPU 0 Margin no lighting
Albeto map AKA diffuse (NO METALLIC VALUE & SAVE AS PNG)
Normal & Roughness (SAVE AS TARGA)
Alpha maps for wear
darker = slower wear
lighter = faster wear
Yuss
I didn't quite understand, when you modify the albedo map's alpha, do you save it over the albedo image you used or you save it as a new image/map? Or does cs2 turns off the apha channel mask for factory new?
"Image saved internally, save it externally or pack it" I have no idea what to do now. This messege comes up after I bake the UV map, ive followed every step until now and with any problems I've been able to fix myself but I dont understand how to fix this one 😅
If you could help me out with some wisdom is would be heavily appreciated Viper! (Great video regardless)
That message simply means that the baking process is complete. Now proceed by saving the image as I mention in the video (Alt+Shift+S to save as a new image)
@@viperskins Alright but it ends up being fully transparent, I had already thought of that but since it was fully transparent I thought I did it wrong, how do I fix this?
@@Amerias_ Are you using the same Baking settings as I do in the video? Diffuse with no direct or indirect lighting?
@@viperskins Yeah, I am not sure why it keeps happening, I'll try it again soon from the start and I'll get back to you
@@viperskins no valid selected objects 😭
👌👌informative
Glad you enjoyed it 🌹
Is there a discord for help with this? I have set all metallic values to 0 and followed all steps multiple times, and i get all baked parts in my uv sheet black no matter what i do, someone please help! lol
Are you using any unusual shaders like glass, glossy, emission shaders etc...? Because if so then you'll also get a black result
@@viperskins yes, this is my first skin i have ever made, and im trying to do an AWP skin is it normal to have 7 different UV maps with the AWP or should they all be on the same? Because im getting 7 😅 and when i finally got it all layered through GIMP and tried to see it in game the colors of some parts were on random spots i tried all values from 10 through -10 and all rotations and nothing worked so i think im doing something horribly wrong but i dont know what lol
@@JustaFuntage 1. Have you fixed the black parts?
2. When you said "yes", do you mean you're using glass or glossy shaders?
3. When you say you get 7 different uv maps do you mean bake results? Do you have the AWP disassembled into 7 parts? If so then that's OK but personally I prefer to keep the number as low as possible. I mostly use mask images unless I find it very necessary to disassemble the weapon
4. Watch part 4 to see how to work with the Workshop Item Editor
@@viperskins no i have not fixed the black issue, the body of the awp is white and base material with white color code, but appearing black in UV map with no metallic value.
Ive used stainless steel/crimson/gunmetal grey/glass/ and black color codes for various parts. I did not add a texture to anything besides the stock of the AWP and the rubber stops on the bipod.
3. I have seperated multiple parts to only paint that specific parts to add really specific details and maybe i did too much idk.
I have watched all 5 videos you have on making skins and theyre amazing and super helpful, i think i may just went too detailed and maybe im in over my head idk i cant seem to fix it. The only texture i have added is for the UV mapping process, and 1 to control the color of each part. There are 13 different colors i beileve.
shift+alt+s does nothing
blender 4.1
i can't fkng export the skin omg
The mouse pointer should be in the left side where the 2D image is. Simply put the mouse pointer over the image and try again.
@@viperskins Thank you very much. But now I have a new problem - when I load it into the workshop tool and click “inspect” the AWP that I made in blender - it does not paint the barrel, scope and some parts with the skin. What is the problem? I thought that creating a skin in Blender would help me solve this problem, but unfortunately it didn’t work out (before that I worked in Adobe Substance) I can show it in discord, if you need
@@user-matyaqwe Please watch the video till the end!
@@viperskins Please sorry, I only know a little English (I’m from Ukraine), it’s very difficult for me to perceive the information from your videos, but I’m trying. Thanks for answering!
I don't have the same option as you do in my blender this tutorial is totally useless
Always nice to see your hard work called totally useless, thanks!
It seems that you're using Blender 4, which has many UI changes. Blender 4 came out after I started working on the tutorial. I stated in Part 1 of the tutorial that I use version 3.2.1.
I expect from the viewers of my tutorial to have at least a certain minimum IQ level to be able to realize that I use a different version and to look for the equivalent options in the versions that they use, or at least Google it. If you can't do that yourself then.... well, you have bigger problems than learning how to create skins!
Are you seriouslyy that dumb that you didnt think of a different version exists, and disregard any teachings the creator made?, you encounter 1 problem and said, the video is useless. Im handicapped now. Not everything is given to you everytime you want them to be.