PLEEEEEEEAAAAAAASE READ!!!! SUPER IMPORTANT COMMENT! At 1:38 I select the body fast by going to Edit Mode, hovering over the body and pressing L My biggest mistake in life was to not include this piece of information in the video!
@@CastalliaFTW It works but not as easily as with the old models. You need to be more careful since some faces are randomly disconnected from the others
after pressing L and selecting the body, you then separate it somehow, and then select the bolts inside by doing different layers or something. Im trying to work it out, perhaps you could describe the next steps briefly or shortcuts used?@@viperskins
texture slots is not showing up on my right side when i need to go make the base color EDIT: recent blender update they moved it to the top of the 3d viewport
Awesome, been going through nonsense tutorials, missing steps or massive assumptions - but this is perfect, and also answered the other 2 issues I have having. Massive thanks...
With the object selected, tab to enter object editing mode, with the mouse on the part you want to select click L and after you have selected P, first option, for more selections it is necessary to use the shift to not lose the previous selections , for manual selections you use the left click, you can use several types of selections using W, he made a series making a glock, take a look there, this series helped me a lot at the beginning.obs: in models for cs2 the selections are much more boring to make, the L does not select whole parts as in the old models
As Mr. DanielSilva said... He explained what I did beautifully. Thank you! Sorry for speeding up the process in this video, but I didn't want to waste too much time on it since i explained the process before. If you're interested please check out this video, which is the 1st video of a tutorial series i made a while back about skin making: ruclips.net/video/S5MfMvxIq5M/видео.html
learnt another few pointers from you😀, I've been messing with this concept via BDSF principles, Image texture nodes with vector mapping and texture coordinates (can be confusing at times lol) but tbh your way makes it a breeze !!! keep up the great content comrade!!! lookin foward to the next vid.
@@viperskins hmm, is there any way i could like somehow make a skin template, so i would know where to draw to get the designs to fit on the gun better? im very new to this and do not know much
I have made an entire tutorial series on how to create skins from start to finish. You can start by watching the 1st video: ruclips.net/video/S5MfMvxIq5M/видео.html
bro i swear i have done everything right like you did, i used the same blewnder version and i did press every button like you did, and i did not change the name of the image exported from photoshop so the blender can Apply my texture, but when i press Apply the texture doesn't apply but the default skin stays the same? can yuo plz tell me if there are some other things to click, but i swear i repeted your video 40 times+ and still no texture applied, plz help am stucked there!
I have a problem I edited with photoshop, but when I want to apply it in blender, the textures or the image that I have used in photoshop do not load well
BROOOOOOOO, WHY!!!!!!!!!!!!!!!!!!!!!!!!!!! WHY DID I JUST MAKE A FRICKING CS2 SKIN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Thanks dude, your a life saver, or a skin maker saver! lol
Texture Slots is missing from Texture Paint in the latest version ?! Update: → If you're using 4.0, texture slots should be in the center of the screen, in the center of the top bar, in texture paint mode.
@@Xpressd Oh no you misunderstood me!! I'm very thankful that you posted the update, it will definitely help others! I'm just frustrated at Blender for making that change because it can be confusing for many. It's interesting if there was a good reason behind that change
nothing happens when i try and drag the layer into the layer group. i havent found any fixes please help. when i hover over layer group with the layer nothing gets highlighted or anything and when i release my mouse button it just does nothing.
I'm not sure i understand the issue. Can you please point out which part in the video you're trying to follow that's not working? Also, are you using GIMP or another tool?
im having the same issue, its around 5:30 where I drag the render into the layer group but I dont see it go into the layer group, and if I continue with the tutorial it doesnt seperate it and I still draw all over the first layer rather than just the render@@viperskins
Don't know why, but my weapon doesn't "disappeare after change the A to 0, and I think that doesn't make me show my drawing on the texture (when I export the drawing and apply on blender nothing append)
If your weapon doesn't disappear that means one of 2 things: 1. You're in Solid Mode. Make sure to go to Material Preview Mode (Top-right side) 2. (This might be the cause of the issue) Make sure that the Color Image is connected to the color in the Shader node (Under the Shader Tab) Another thing that might be causing your issue is if you're NOT overriding the image that Blender creates when you click "Quick Edit". When you export make sure that the export overrides that image
Hey viper, Im having a problem with the layer mask step, I believe that I am using the color picker wrong, because it does not seem to want to select the skin so I can make a layer mask. I click on the outside part with the color picker and then use ctrl i and make a layer mask, but it just hides the skin. Any help would be greatly appreciated.
When i hover over a face and press L that face gets selected alongside all the faces linked to it in the UV sheet. However I remember that not long ago you asked about CS2 models. If you're using CS2 models then due to the changes they've done to the UV sheets selecting faces this way doesn't always work well.
How does the process work of continuing the painting? Say if I get the body done, but want to move onto the barrel or scope, how can I also apply my artwork onto that while keeping the body complete as well? I've tried to do it, but nothing seems to be working and I've had to redo the model over and over again.
Apply your painting on one part and save the result in an image. Apply another painting on another part and save the result again in a different image. Do that for all parts, and then combine the different images in a 2D photo editing tool (Photoshop, GIMP etc...)
@@viperskins Thanks a lot! I was also wondering for paint kits, since I ran into this issue; how would I go about keeping the default textures on the weapon? For instance, one part is painted, but another has the original CS2 texturing.
When I try selecting the background image at 6:30 , Gimp keep selecting the image layer over the weapon itself rather than the whole image. How do i fix this? Also how do I keep gimp from keeping image ration when I adjust the size?
I think your problem is due to the fact that you have the weapon selected while scaling the image. Make sure nothing is selected by pressing Ctrl+Shift+A. You keep the ratio of the image by pressing shift while dragging. If you press Ctrl+Shift it will also keep the image at the center
I would like to ask how the barrel of my awp skin has its own color map instead of the original gray map like you. How to adjust in the creative workshop?
I think some people made skins using the CS2 models and uploaded picture only from their 3D tool like Blender or 3DCoat. But no you can't make a proper submission without access to the new workbench. Personally I'll just wait until i get access to CS2, and then will start using the new models
hey! I need a little help. I work in Photoshop, I've already done all the work in it, but when it comes to exporting, I have no idea where to export the file so that it goes to Blender. The ctrl+e configuration doesn’t work in this case as in GIMP. I will be grateful for every hint
What should I do if when I open GIMP I get the following message: "Image editor cloud not be launched, ensure that the path in User Preferences > File is valid Blender has rights to launch it".
So I have been doing everything said but the apply will not work. What happens after I press apply, is nothing. I then randomly go and paint over my model, and it will paint on my texture to the hidden parts, what am I doing wrong?
1. Make sure your model is selected before you press "Quick Edit". 2. Make sure that the Image Texture node is connected to the Principled Shader node (Shading tab) 3. VERY IMPORTANT: When you click Quik Edit Blender will create a new image file and open it in your external editor. When you finish working make sure that you override this file and not rename it or export it to a different location. Your exported image should have the same name of that file and in the same location. You'll know you did everything correctly if you get a confirmation popup regarding overriding the original image file. Let me know if those help
Hello! Thanks for the guides on creating weapon skins. I've already created two skins based on your lessons, which makes me as happy as an elephant. However, I created them for S.T.A.L.K.E.R 2, not CS:GO.
looool happy as an elephant :D I'm glad my videos were useful to you. And yeah when it comes to texturing and baking it doesn't matter what you're working on. BTW, is S.T.A.L.K.E.R 2 worth creating skins for? Is there a good community behind it?
A selected object in Blender is highlighted with yellow. I suggest that you disable the rendering for all parts that you don't want painted, hide them, select the parts that you want and then click Quick Edit
When i try to rescale the image via scale tool the result is that the image stays in the background in the initial resolution. So when i move the image layer to layer group i see in the weapons body the area of the image in the initial input.
when I do the step from 6:28 to position the painting for the gun it moves also the gun with the image. I do the same as you and idk why it's like that. Any thoughts?
I believe you used the Scale tool on the Layer Group instead of using it on the painting layer. Make sure that only the layer that contains your painting is selected, and not the layer group
I think the trick is to have the area of the weapon in Blender where you want to apply the art zoomed in as much as possible before moving to the external editing tool. Try to play with it. I don't think the quality loss will be too bad
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?
Im new to all of this. As soon as I brought it over to gimp I have the awp in the middle of the screen but no sidebars with tools or my layers. I have no clue why they are not there
When you're in the texture paint tab make sure that on the top-left of the right half of the page, make sure that it's set to Texture Paint and not Object Mode or anything else
All you need is to export the image. Don't change the name of the image. As to how to export from Photoshop i'm sure there are many videos on RUclips that explain how, but I suppose it should be straight forward
@viperskins Tbh I tried just with the normal save and export without changing stuff didn't work. I've been searching aswell in the internet but it doesn't work. It works with Zbrush though, but the software is just meh.
@@RiottaBash From my experience the process doesn't work when you export the image with a new name (Instead of the original name that Blender creates). As for zBrush, you think it's meh? I haven't tried it but I am quite interested in it. What didn't you like about it?
@viperskins To be honest Zbrush is great for CS skins in general, however the software feels super outdated, no fast process work setup and super super super complex to the point that it is unnecessary. Blender for that matter is easier.
@@RiottaBash That's quite good to know. I've always been interested in the tool but haven't tried it yet since I'm not good at sculpting or drawing in general. If it has a free trial version I might give it a try and see how it feels
It seems that you are using Blender 4. They changed the place for the Texture Slots. Look for them in the same tab, from what I understand they are supposed to be somewhere in the middle
@@viperskins other question how could I use image and color other parts? I tried but I didn’t show up in the cut view Or could I use different images on different parts?
but how you create a uv map that "matches" with the default uv map from cs2 weapon geometry? when I bake the texture and test in cs2, it always looks chaotic. :(
@@viperskins I’m really using the correct map. My first project works well but it was so simple (like 2 non textured colors). But in my currently project I disassembled the object in a lot of pieces and I use 3 3D textures (carbon fiber, rubber and plastic) and 1 metallic (copper). After that I join all the pieces. Then the the bad magic happens :( The uv map generated is not the same as the default. If this is not enough, I just can’t understand how to bake those special textures like metallic, carbon fiber, etc. The bake can’t read the textures, I tried glossy, diffuse, combined, emit and nothing worked. The baking only reproduced the "color base" like orange for copper and black for the carbon fiber, 0 details.
@@777x-o4u wait.... Are you creating your own UV map? You shouldn't make any changes to the UV map of the weapon model. Disassembling the model is not supposed to change the original UV. As for the baking part, please watch this video, which is the 3rd part of my CS2 skin tutorial series. It's supposed to answer your question. If not let me know. The video: ruclips.net/video/Eq-KxkTfpds/видео.html
@@viperskins Thank you for your attention! No, I don't. I just tested here. Until I disassemble, the uv map works fine. The problem comes up when I add a texture from blenderkit to the parts. The UV map becomes an overlapping pile of all weapon parts that cross the image boundary (2048x2048). That's when I try unwrap, which ends up shuffling the pieces and even creating new ones
@@777x-o4u I'm not familiar with how Blenderkit works, but if it messes with the UV map then I'm afraid you won't be able to use it (At least not directly on the weapon model). But in any case you shouldn't unwrap again
If you set the roughness of the material to the maximum it will be less blurry. However you don't need to bake the image just use the color image that you got from the painting application and you're done. And if you have to bake (Your material is also textured) then use the diffuse option in the Bake and you'll get an unblurry image.
A remake of this video is planned for the near future. In the meantime, I believe the part where people fail at most is to export the image without changing its name or location. Just click Quick Edit, do your editing and export. If you change the name or location of the image Blender won't be able to recognize it and will assume that you didn't do anything
Hi Viper, really appreciate your work man! I wanted know whether the 2D artworks created in Photoshop react to the 3D lighting in-game/blender and parts of it get shaded or highlighted according to the light that's falling on them or do the colours on my artwork always remain static. (don't get affected by lighting) I know it's a silly doubt but please help me out 🙏
Yes.... You may have noticed in the video that after applying the skin the model seemed a bit "washed out". This is due to the material of the model. If you're only interested in the colors of your painting then the Base Color Image is enough (As I said and did in the video). But if you wish to continue texturing the model (Even the part you painted) then you can do so. For example, if you wish to make the model less reactive to light you can make it rougher. Whatever you want to do you can do it under the Shader tab.
Have you gotten the CS2 OBJs yet? I was playing around with one to start and it seems like there are WAY more lines to remove and dismantle the gun. Do you know of a quick way to do that? For example the AWP's scope alone is insane how many polygons there are lol
Yes the new files are a headache to work with! However you don't have to click one face at a time to select everything. Hover over the part you want to select and press L. In the old obj files that used to select the entire part wonderfully, however now you need to do more clicks. Don't forget also that you can go to X-ray mode and choose many faces at once. I'll be making a new tutorial about CS2 soon. Stay tuned!
Are you using Blender 4? Because if so then they seem to have changed the spot for Texture Slots (I think it's somewhere in the middle of the panel now. Not sure since i still didn't download it)
@@g.n.r.5082 Currently I use version 3.2.1. But you don't have to change to my version. It's supposed to be the same concept but you need to figure out where things moved to in version 4
@@viperskins i don't actually know, blender just says that it can't find and then the name of the file i saved, so im just confused on why it cant find the image, when it already know the file name
@@idajessen7075 When you click Quick Edit Blender creates a new image and opens Krita with that image. You then do your changes and when you're done you should export the image with the same NAME and the same LOCATION of the image you edited. Krita will ask you if you want to replace the image with the version you're exporting and you should say yes. Is this what's happening with you? Because if not then the process will not work
@viperskins it did asked me if I wanted to replace it, but maybe I've changed the name somehow, I will try again, but thank you so much for the help :D
The version i use in the video is 3.2.1. I still didn't try Blender 4 but I know (From the many comments I received) that the Texture Slots was moved to some other place. It's still under the Texture Paint tab but needs to be looked for. Is this what you're struggling with?
Look at the top corner of the right-side half of the screen and make sure that the dropdown list is set to "Texture Paint". I have a feeling that for you it's set to Object Mode. Let me know if that was it
When I switch back from Gimp to Blender, the image looks more faded and doesn't have the same vibrancy... It's also not centered as well as it was in Gimp. Does anyone have any ideas how to fix this issue? My experience with Blender is pretty beginner-level.
Sorry for the delay, i was on vacation! I guess the reason the image looks faded in Blender is because of the material of the model. In the shading tab click on the object and then you can bring the roughness up to maximum and that should fix it for you. Regarding the image not being centered on the model, did you make sure that the view in Blender is perfectly horizontal? You can do so by clicking the X on the XYZ axis on the top-right side. Also don't move the model or the view until you are completely done applying your image. Let me know if that helps
@@viperskins Correct on both of the issues! That totally fixed it, thank you! Hope you had a fun vacation! Any thoughts on how to get the image to wrap seamlessly around the gun (The top of the slide, etc)... They appear stretched to cover these areas since they not shown in Gimp... I assume it's something to do with the occlude options but haven't seen where to fix this.
@@kalyncook3393 I'm glad the issues are fixed now. Just to make sure I understand, you want some parts of the weapon that exist on its right side to be painted as well? Try to disable the occlude and backface culling like i did in the video and make sure that the parts you want to be included are also included in the visibile model and have the same material. However note that the results might not be perfect and it might be better to paint some parts separately
Hello again, I have one problem with editing, I will explain, when I finish my editing and close either blender or photoshop so next time when I open same stuff which is skin in photoshop and blender model(everything is the same) but when I'm editing skin once again and then click apply it's says "could not find image", do you know how can I fix it?
I usually like to finish the editing in the same session (Meaning that I don't save and resume again later), so I don't remember getting that error before. It seems that when you close Blender it forgets the association that it creates between the model and the external file. A fix that seems logical would be to click on Quick Edit again. This will create a new file that Blender will associate with the model. You go back to your photoshop session and continue editing as if all is good. When you're done, export the png image with the name of the new file that Blender created when you clicked "Quick Edit", and then click Apply. Let me know if that fixes it for you
That specific view at the end was the workspace of CSGO. It no longer exists today. If you're asking how to check your skin in general then I suggest that you watch my full skin tutorial: ruclips.net/p/PLzsdBCbed-wSnl8r1W3jVtvyMAZ2azwNq If your skin is ready in Blender then the relevant parts for you are part 3 and 4
Of course I do! You're the amazing player who gave me my very much desired assist in Canals :D Thank you for the nice words, I'm glad you enjoyed the video :)
Working with blender is much easier to create skins than guessing the uv map😂 Im working on reviving an old game and their gun model sometimes shares same uv in different parts which i wonder if we able to get a fix for this, using different uv mapping on the same model or needed to be a new model..
@@viperskins yes it's still cs related, more likely an heavily modified cs source with its unique settings blending alot fps mechanic gameplay aspects in 1
does this only work if the top of your image texture has flat colours? What do you do when it has some detail, the top part of my model keeps getting the texture stretched
top and bottom parts can be tricky. if they have too many details then you might want to consider doing the same process for the top separately (Maybe also reenable the normal falloff and occlude and backface culling if you do the top separately). You need to play around with it
Hello Viper. I am designing a skin for Glock-18. I want to use a separate image for the side of the gun and a separate image for the top, but they are intertwined. How can I do it separately?
You'll need to follow the process described in the video twice, once for the sides and once for the top (different image each time). But you'll need to be careful and I suppose you'll need to manually fix lots of things. It won't be easy. I suggest that if you can keep the top without an image of its own it will make your life easier
Sorry for the delay, but I thought if i answer you with a video it would be better! Watch this video to see how to bake the textures and save the TGA files that will be uploaded to the game: ruclips.net/video/Eq-KxkTfpds/видео.html
This is really frustrating if you're using photoshop, it just does not work. When you go to export back to blender, it isn't already named and located correctly, so you cannot get it back into blender. No matter what I do, It just defaults to what it wants to name it and is in my documents lol. Awesome tutorial though, very helpful with everything else thus far :)
When you click Quick Edit photoshop should open an existing file that Blender creates. When you finish editing you should export the same file with the same name and location (Override the file). You shouldn't rename the file to something else.
@@viperskins Thanks for the quick reply! That's the problem, photoshop does not automatically name it, unfrotunately. if you go to export it without changing name, it's just not the correct one.
@@shcaboose The thing is that Blender creates the file, so when photoshop starts the file already exists. Make sure that you save your Blender session before you click on Quick Edit. Then you can find the image in the same folder of your .blend file. When you export choose that file that Blender created in the folder where you saved your blender session. Let me know what happens
I apologize for speeding up the process. Others also complained about that. Basically I hover over the parts that I want to select in Edit mode and press L. However this was a CSGO model. In CS2 they built the UVs in a weird way which makes it a bit harder to select that way. I still didn't get to play around with the new models, but now that I got CS2 with the rest I'll be making new tutorials very soon and i'll show the process slowly :)
Yes, but I suppose that with the neo noir skins the creator did it much more carefully. Remember that you don't have to apply the entire image in one go. It's preferable to separate the image into parts and apply separately
when i do the thing about bas color i dont have the shaders like this even with the right view selected and mode. Also how do you export then de the final image. I have a good deisng I wanna do for zeus :)
Maybe you're using Blender 4? In this video i'm using Blender 3.2.1. If your skin only consists of the painting that you apply then simply save the base color image and that's it! Otherwise you'll need to bake an albedo map. Watch my new tutorial if you need help with that: ruclips.net/p/PLzsdBCbed-wSnl8r1W3jVtvyMAZ2azwNq
@@viperskins thanks, i did the thing well but now when i export and wanna it updated in blender nothing happens XD danr i had interesting design, i have 2 designs to put together on main part of the Zeus and paint the other little parts :D if you wanna see a screen tell me ^^
www.counter-strike.net/workshop/workshop Scroll down and click on Resources, then download the new models (I think it's the second link, it has the word 'New' in the name)
When you hover over a certain part in Edit mode press L and that will choose the parts that are connected in the UV. However this doesn't work too well in the new CS2 models unfortunately
Hey man, i have a question, how did you merge the layers from the colection (awp1 and awp 2), because i cant merge them and the image will apply only on the awp 1, while the awp2 (the screws of the awp) will remain default
Don't separate the screws from the body. Also (More importantly) make sure the screws have the same material as the body (The material that eventually receives the image). If you're creating a patina skin then the screws will always remain default (Like the end-result shown in the video)
@@277- It's fine. The reason it becomes darker is because of the roughness of the material. If the drawing is the only thing the skin has then after hitting the apply button you're done. If you still need to do some extra texturing then simply raise the roughness in the Principled Shader node
PLEEEEEEEAAAAAAASE READ!!!! SUPER IMPORTANT COMMENT!
At 1:38 I select the body fast by going to Edit Mode, hovering over the body and pressing L
My biggest mistake in life was to not include this piece of information in the video!
pin it so it will show on top of the comment section
@@radoslaw0 I thought I did! Thanks for the comment
@@viperskins its not working with the new models of cs2
@@CastalliaFTW It works but not as easily as with the old models. You need to be more careful since some faces are randomly disconnected from the others
after pressing L and selecting the body, you then separate it somehow, and then select the bolts inside by doing different layers or something. Im trying to work it out, perhaps you could describe the next steps briefly or shortcuts used?@@viperskins
And I am going to draw now. You're always a life saver. I learnt many things from you tbh. I created my first skin from watching your videos.
It makes me very happy to know that I have helped! Best of luck and always feel free to ask if you have problems
Underrated channel wish you the best and as ohnipixel said before: this guy know exactly how to make a good skin 💗💗💗
Thank you so much for the nice comment. It really means a lot to me!
@@viperskins please make an updated tutorial a lot of the features you use here simply don't exist anymore
@@0dxYr Will do.... I'll work on a new version soon ;)
texture slots is not showing up on my right side when i need to go make the base color
EDIT: recent blender update they moved it to the top of the 3d viewport
I'm happy that you figured it out yourself
hello can i ask where is the 3d viewport ?
I was literally trying to figure this out yesterday lmao the delivery!
I'm glad I arrived just in time :)
@@viperskins Yea it was really helpful, thank you!
"And that's how I made skins"
- Someone who watches Viper Skins
Hahaha.... When your grandkids ask you about your amazing skins :P
Viper does always come to the rescue!!
;)
@@viperskins yes thank u
Awesome, been going through nonsense tutorials, missing steps or massive assumptions - but this is perfect, and also answered the other 2 issues I have having. Massive thanks...
And I definitely like this skin. You will definitely get recommendation about it getting selected.
Thank you!
Thanks for sharing your secrets, it's going to help me a lot.
My pleasure! :)
I dont know anything about csgo but i really enjoy your creativity ❤
Haha that really means a lot to me 😊
nice work! amazing job,i was looking on how to do this for years now
@1:39 what exactly did u do to get the blue black and orange lines to be able to seperate the awp body from the rest of the model?
With the object selected, tab to enter object editing mode, with the mouse on the part you want to select click L and after you have selected P, first option, for more selections it is necessary to use the shift to not lose the previous selections , for manual selections you use the left click, you can use several types of selections using W, he made a series making a glock, take a look there, this series helped me a lot at the beginning.obs: in models for cs2 the selections are much more boring to make, the L does not select whole parts as in the old models
As Mr. DanielSilva said... He explained what I did beautifully. Thank you!
Sorry for speeding up the process in this video, but I didn't want to waste too much time on it since i explained the process before. If you're interested please check out this video, which is the 1st video of a tutorial series i made a while back about skin making: ruclips.net/video/S5MfMvxIq5M/видео.html
Hey, could you please make a video explaining how we can create and submit a graffiti in the workshop? 🙂
By "graffiti" do you mean sprays? If so then that's in the TODO list, but first i need to get CS2 access to be able to play around with it :)
@@viperskins yes, sprays, sorry. So when you get the access please could make a video? Thanks 🙏🏼
Will do and will reply to this comment when I publish the video ;)
@@viperskins thanks soo much!
You do amazing job maaan, thank you!
learnt another few pointers from you😀, I've been messing with this concept via BDSF principles, Image texture nodes with vector mapping and texture coordinates (can be confusing at times lol) but tbh your way makes it a breeze !!! keep up the great content comrade!!! lookin foward to the next vid.
I'm glad my video helped :)
do you have a resolution you would recommend if i wanted to make art to put on the usp-s?
Not really. The most important thing is to avoid scaling the image too much to fit the weapon
@@viperskins hmm, is there any way i could like somehow make a skin template, so i would know where to draw to get the designs to fit on the gun better? im very new to this and do not know much
Hell yeah i was waiting for this
What are the next steps after this?
I am new to this and not sure on what to do after this step.
Please help 🙏
I have made an entire tutorial series on how to create skins from start to finish. You can start by watching the 1st video: ruclips.net/video/S5MfMvxIq5M/видео.html
@viperskins Thank you for the response.
I'm using the latest version on blender but cannot get TexTools imported.
Any idea on how can I fix this?
What is TexTools? I'm not familiar with that term
bro i swear i have done everything right like you did, i used the same blewnder version and i did press every button like you did, and i did not change the name of the image exported from photoshop so the blender can Apply my texture, but when i press Apply the texture doesn't apply but the default skin stays the same? can yuo plz tell me if there are some other things to click, but i swear i repeted your video 40 times+ and still no texture applied, plz help am stucked there!
Nice vid man!!❤
I have a problem I edited with photoshop, but when I want to apply it in blender, the textures or the image that I have used in photoshop do not load well
What do you get? Does the image get applied in Blender at all? Or does it partially get applied? Do you get any errors?
Maybe you're saving with the base image (weapon part) visible, delete everything except your art and save, I've done this in the past....
This is an amazing tutorial, very clear. Thanks a lot!
When applying texture bugged out, broke my whole creation and crashed app, very good
The skin looks awesome!
Thank you!! I will wait for the CS2 acess, apply it there and submit it :)
Thank you for this! And all the other videos. I started making skins because of them.
My pleasure man. Best of luck 😊👍
nice man keep it up!
BROOOOOOOO, WHY!!!!!!!!!!!!!!!!!!!!!!!!!!! WHY DID I JUST MAKE A FRICKING CS2 SKIN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Thanks dude, your a life saver, or a skin maker saver! lol
:) thank you kind sir.... Though I'm not sure what the screams in the beginning of the comment were about!
lol srry
@@viperskins
I like how you show and explain everything fast and correctly. I love your tutorials
Texture Slots is missing from
Texture Paint in the latest version ?!
Update:
→ If you're using 4.0, texture slots should be in the center of the screen, in the center of the top bar, in texture paint mode.
You're not the 1st to mention this. I wish they didn't change the Texture Slots spot.... I guess now I'll have to make a new version for this video!
@@viperskins haha sorry to keep bringing it up, just thought I should post the solution I found for anybody else checking comments for any updates
@@Xpressd Oh no you misunderstood me!! I'm very thankful that you posted the update, it will definitely help others!
I'm just frustrated at Blender for making that change because it can be confusing for many. It's interesting if there was a good reason behind that change
Thanks for this. I just learned how to add colours and textures to blender, I was wondering how to do this. Very useful video.
Fart it
nothing happens when i try and drag the layer into the layer group. i havent found any fixes please help. when i hover over layer group with the layer nothing gets highlighted or anything and when i release my mouse button it just does nothing.
I'm not sure i understand the issue. Can you please point out which part in the video you're trying to follow that's not working?
Also, are you using GIMP or another tool?
im having the same issue, its around 5:30 where I drag the render into the layer group but I dont see it go into the layer group, and if I continue with the tutorial it doesnt seperate it and I still draw all over the first layer rather than just the render@@viperskins
when I click apply it does apply it on the weapon but the UV sheet is still blank
Sometimes if you change tabs it can make the UV show the image. If not, then make sure you have the correct image selected (If you have more than 1)
Don't know why, but my weapon doesn't "disappeare after change the A to 0, and I think that doesn't make me show my drawing on the texture (when I export the drawing and apply on blender nothing append)
If your weapon doesn't disappear that means one of 2 things:
1. You're in Solid Mode. Make sure to go to Material Preview Mode (Top-right side)
2. (This might be the cause of the issue) Make sure that the Color Image is connected to the color in the Shader node (Under the Shader Tab)
Another thing that might be causing your issue is if you're NOT overriding the image that Blender creates when you click "Quick Edit". When you export make sure that the export overrides that image
Hey viper, Im having a problem with the layer mask step, I believe that I am using the color picker wrong, because it does not seem to want to select the skin so I can make a layer mask. I click on the outside part with the color picker and then use ctrl i and make a layer mask, but it just hides the skin. Any help would be greatly appreciated.
how did you seperate the awp parts so fast? my blender did NOT do that
When i hover over a face and press L that face gets selected alongside all the faces linked to it in the UV sheet.
However I remember that not long ago you asked about CS2 models. If you're using CS2 models then due to the changes they've done to the UV sheets selecting faces this way doesn't always work well.
7:37 after I pressed apply the image rendered on the left side but nothing on the right side
with the right side I mean the gun model
Have you unchecked the Occlude and Back Face Culling checkboxes under the Options section?
@@viperskins yup
@@areskice Which weapon are you working with?
@@viperskins the awp
How does the process work of continuing the painting? Say if I get the body done, but want to move onto the barrel or scope, how can I also apply my artwork onto that while keeping the body complete as well? I've tried to do it, but nothing seems to be working and I've had to redo the model over and over again.
Apply your painting on one part and save the result in an image. Apply another painting on another part and save the result again in a different image. Do that for all parts, and then combine the different images in a 2D photo editing tool (Photoshop, GIMP etc...)
@@viperskins Thanks a lot! I was also wondering for paint kits, since I ran into this issue; how would I go about keeping the default textures on the weapon? For instance, one part is painted, but another has the original CS2 texturing.
When I try selecting the background image at 6:30 , Gimp keep selecting the image layer over the weapon itself rather than the whole image. How do i fix this? Also how do I keep gimp from keeping image ration when I adjust the size?
I think your problem is due to the fact that you have the weapon selected while scaling the image. Make sure nothing is selected by pressing Ctrl+Shift+A.
You keep the ratio of the image by pressing shift while dragging. If you press Ctrl+Shift it will also keep the image at the center
Tysm!@@viperskins
He's back!!!
Yes sir!! ;)
I would like to ask how the barrel of my awp skin has its own color map instead of the original gray map like you.
How to adjust in the creative workshop?
is there any way to post a skin model for cs2 weapon in workshop without having an access to cs2?
no, I don't think so. as it's published from the workshop in game.
I think some people made skins using the CS2 models and uploaded picture only from their 3D tool like Blender or 3DCoat. But no you can't make a proper submission without access to the new workbench.
Personally I'll just wait until i get access to CS2, and then will start using the new models
hey! I need a little help. I work in Photoshop, I've already done all the work in it, but when it comes to exporting, I have no idea where to export the file so that it goes to Blender. The ctrl+e configuration doesn’t work in this case as in GIMP. I will be grateful for every hint
What should I do if when I open GIMP I get the following message: "Image editor cloud not be launched, ensure that the path in User Preferences > File is valid Blender has rights to launch it".
Hello, at minute 2:29 the slots texture window does not appear, help
look at the top, there should be a texture slot thingy in texture paint
ruclips.net/user/shortsFkf55wD63T0?feature=share
it doesnt apply for me, i just pressed control a and control e exported it and pressed apply and nothing happened
So I have been doing everything said but the apply will not work. What happens after I press apply, is nothing. I then randomly go and paint over my model, and it will paint on my texture to the hidden parts, what am I doing wrong?
1. Make sure your model is selected before you press "Quick Edit".
2. Make sure that the Image Texture node is connected to the Principled Shader node (Shading tab)
3. VERY IMPORTANT: When you click Quik Edit Blender will create a new image file and open it in your external editor. When you finish working make sure that you override this file and not rename it or export it to a different location. Your exported image should have the same name of that file and in the same location. You'll know you did everything correctly if you get a confirmation popup regarding overriding the original image file.
Let me know if those help
Hello! Thanks for the guides on creating weapon skins. I've already created two skins based on your lessons, which makes me as happy as an elephant. However, I created them for S.T.A.L.K.E.R 2, not CS:GO.
looool happy as an elephant :D
I'm glad my videos were useful to you. And yeah when it comes to texturing and baking it doesn't matter what you're working on.
BTW, is S.T.A.L.K.E.R 2 worth creating skins for? Is there a good community behind it?
I follow to a T but the photo is being put on everything that was NOT visible in gimp??
I am working with the CS2 models and made sure my selection was correct before sending to gimp
Make sure that the Color Image is connected to the material of the parts that you want to apply your image on
I followed the exact steps in the video but when I hit apply it only applied the image to the parts that weren’t selected. How do I fix this?
A selected object in Blender is highlighted with yellow. I suggest that you disable the rendering for all parts that you don't want painted, hide them, select the parts that you want and then click Quick Edit
what were you doing when you selected the bolts? i dont understand the importance of it and it looks like you delete it anyways?
guys help me when i open gimp the weapon is white instead of black and when i apply the mask it turns invisible
Make sure you're in the Material Preview mode and not Solid mode (The 4 circle icons on the top-right)
@@viperskins ok thx but i have another problem. Its not rly related to the video but why cant i open the workshop tools?
When i try to rescale the image via scale tool the result is that the image stays in the background in the initial resolution. So when i move the image layer to layer group i see in the weapons body the area of the image in the initial input.
Make sure that you remove all selections by pressing Ctrl+Shift+A BEFORE using the Scale Tool
when I do the step from 6:28 to position the painting for the gun it moves also the gun with the image. I do the same as you and idk why it's like that. Any thoughts?
I believe you used the Scale tool on the Layer Group instead of using it on the painting layer. Make sure that only the layer that contains your painting is selected, and not the layer group
@@viperskins Thanks man I solved the problem.
i have a lot of arts 4k but i don't know how can i resize them without losing the quality and put them into cs2 model like i painting them
I think the trick is to have the area of the weapon in Blender where you want to apply the art zoomed in as much as possible before moving to the external editing tool.
Try to play with it. I don't think the quality loss will be too bad
Thanks for the awesome video!
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?
Im new to all of this. As soon as I brought it over to gimp I have the awp in the middle of the screen but no sidebars with tools or my layers. I have no clue why they are not there
In GIMP go to the Windows Tab at the top, then Dockable Dialogs and from there you can choose what you want to appear in your view
I don't have the texture paint slot button, its missing
When you're in the texture paint tab make sure that on the top-left of the right half of the page, make sure that it's set to Texture Paint and not Object Mode or anything else
ahh okay, so once i've added the texture paint i want, how do i send it to cs2 workbench to add to the skin?@@viperskins
I have a very detailed sketch and concept for the AWP, but learning blender requires a lot of time. Can I do all the process with Photoshop?
I do not know how to save from photoshop so it appears on Blender after I apply.
All you need is to export the image. Don't change the name of the image. As to how to export from Photoshop i'm sure there are many videos on RUclips that explain how, but I suppose it should be straight forward
@viperskins Tbh I tried just with the normal save and export without changing stuff didn't work. I've been searching aswell in the internet but it doesn't work. It works with Zbrush though, but the software is just meh.
@@RiottaBash From my experience the process doesn't work when you export the image with a new name (Instead of the original name that Blender creates).
As for zBrush, you think it's meh? I haven't tried it but I am quite interested in it. What didn't you like about it?
@viperskins To be honest Zbrush is great for CS skins in general, however the software feels super outdated, no fast process work setup and super super super complex to the point that it is unnecessary. Blender for that matter is easier.
@@RiottaBash That's quite good to know. I've always been interested in the tool but haven't tried it yet since I'm not good at sculpting or drawing in general. If it has a free trial version I might give it a try and see how it feels
Can’t find the basic color step in blender could help?
It seems that you are using Blender 4. They changed the place for the Texture Slots. Look for them in the same tab, from what I understand they are supposed to be somewhere in the middle
@@viperskins thx got it where can I sent I my final skin? :)
@@viperskins other question how could I use image and color other parts? I tried but I didn’t show up in the cut view
Or could I use different images on different parts?
but how you create a uv map that "matches" with the default uv map from cs2 weapon geometry? when I bake the texture and test in cs2, it always looks chaotic. :(
It seems you are using the old CSGO models
@@viperskins I’m really using the correct map. My first project works well but it was so simple (like 2 non textured colors). But in my currently project I disassembled the object in a lot of pieces and I use 3 3D textures (carbon fiber, rubber and plastic) and 1 metallic (copper). After that I join all the pieces. Then the the bad magic happens :(
The uv map generated is not the same as the default. If this is not enough, I just can’t understand how to bake those special textures like metallic, carbon fiber, etc. The bake can’t read the textures, I tried glossy, diffuse, combined, emit and nothing worked. The baking only reproduced the "color base" like orange for copper and black for the carbon fiber, 0 details.
@@777x-o4u wait.... Are you creating your own UV map? You shouldn't make any changes to the UV map of the weapon model. Disassembling the model is not supposed to change the original UV.
As for the baking part, please watch this video, which is the 3rd part of my CS2 skin tutorial series. It's supposed to answer your question. If not let me know.
The video: ruclips.net/video/Eq-KxkTfpds/видео.html
@@viperskins
Thank you for your attention!
No, I don't. I just tested here. Until I disassemble, the uv map works fine. The problem comes up when I add a texture from blenderkit to the parts. The UV map becomes an overlapping pile of all weapon parts that cross the image boundary (2048x2048). That's when I try unwrap, which ends up shuffling the pieces and even creating new ones
@@777x-o4u I'm not familiar with how Blenderkit works, but if it messes with the UV map then I'm afraid you won't be able to use it (At least not directly on the weapon model). But in any case you shouldn't unwrap again
the photo editing tool that im using dont open when i click "quick edit"
Sorry for the delay. I was on vacation!
Have you added the exe file of the tool in the preferences?
@@viperskins yes ,i did something now and it worked. I dont know what but good that it works xd. Thanks for the tutorial its great btw.
Dude, can you please SAY OR SHOW WHAT BUTTONS YOURE PRESSING
1. Read my pinned comment
2. Watch my newer videos and you'll see that i say AND write everything I do
hey whenever i do this it makes the image on the gun appear less saturated and more blurry, any ideas as to why?
If you set the roughness of the material to the maximum it will be less blurry.
However you don't need to bake the image just use the color image that you got from the painting application and you're done. And if you have to bake (Your material is also textured) then use the diffuse option in the Bake and you'll get an unblurry image.
did everything you did...didnt work. i go back to blender and hit apply and the artwork doesn't transfer. gimp or photoshop. 2025 guide update needed.
A remake of this video is planned for the near future.
In the meantime, I believe the part where people fail at most is to export the image without changing its name or location. Just click Quick Edit, do your editing and export. If you change the name or location of the image Blender won't be able to recognize it and will assume that you didn't do anything
Why GIMP 2.10 Do not work same as Viper?
Hi Viper, really appreciate your work man!
I wanted know whether the 2D artworks created in Photoshop react to the 3D lighting in-game/blender and parts of it get shaded or highlighted according to the light that's falling on them or do the colours on my artwork always remain static. (don't get affected by lighting) I know it's a silly doubt but please help me out 🙏
Yes.... You may have noticed in the video that after applying the skin the model seemed a bit "washed out". This is due to the material of the model.
If you're only interested in the colors of your painting then the Base Color Image is enough (As I said and did in the video). But if you wish to continue texturing the model (Even the part you painted) then you can do so.
For example, if you wish to make the model less reactive to light you can make it rougher. Whatever you want to do you can do it under the Shader tab.
Have you gotten the CS2 OBJs yet? I was playing around with one to start and it seems like there are WAY more lines to remove and dismantle the gun. Do you know of a quick way to do that? For example the AWP's scope alone is insane how many polygons there are lol
Yes the new files are a headache to work with! However you don't have to click one face at a time to select everything. Hover over the part you want to select and press L. In the old obj files that used to select the entire part wonderfully, however now you need to do more clicks. Don't forget also that you can go to X-ray mode and choose many faces at once.
I'll be making a new tutorial about CS2 soon. Stay tuned!
@@viperskins good stuff, thanks for reply!
2:48 Why can’t I see the Texture slot setting like videos? Is it a bug? Or need a setting?
Are you using Blender 4? Because if so then they seem to have changed the spot for Texture Slots (I think it's somewhere in the middle of the panel now. Not sure since i still didn't download it)
@@viperskins Yes, I use blender 4.
@@viperskinsWhat version do you use?
@@g.n.r.5082 Currently I use version 3.2.1. But you don't have to change to my version. It's supposed to be the same concept but you need to figure out where things moved to in version 4
@@viperskins Thank you for your answer. It's harder to work on than I thought.😅😅😅 I think I need time to adjust to Blender.
I have anather problem lol well when i export from blender with images they dissapear ima try and work it out
I'm not sure i understand the issue
well when I save the gun and leave then come back the skin is gone@@viperskins
hi, when i try to export my image from krita to blender, and i press apply in blender, it just says that it cant find the image, what should i do?
When you export the image from Krita is the export overriding the image that Blender created when you clicked Quick Edit?
@@viperskins i don't actually know, blender just says that it can't find and then the name of the file i saved, so im just confused on why it cant find the image, when it already know the file name
@@idajessen7075 When you click Quick Edit Blender creates a new image and opens Krita with that image. You then do your changes and when you're done you should export the image with the same NAME and the same LOCATION of the image you edited. Krita will ask you if you want to replace the image with the version you're exporting and you should say yes.
Is this what's happening with you? Because if not then the process will not work
@viperskins it did asked me if I wanted to replace it, but maybe I've changed the name somehow, I will try again, but thank you so much for the help :D
So what am I missing Im using Blender 4.0 and this is not working
The version i use in the video is 3.2.1. I still didn't try Blender 4 but I know (From the many comments I received) that the Texture Slots was moved to some other place. It's still under the Texture Paint tab but needs to be looked for.
Is this what you're struggling with?
not exactly related to the vid but do you know how to put skins that are already in the game in blender? i wanna make some neo noir awp renders
why i don't have texture slots and other missing textures how??
ruclips.net/user/shortsFkf55wD63T0?feature=share
I have no Texture Slots or something like you my blender has only a few menus strange :S How can i activate this?
Look at the top corner of the right-side half of the screen and make sure that the dropdown list is set to "Texture Paint". I have a feeling that for you it's set to Object Mode.
Let me know if that was it
When I switch back from Gimp to Blender, the image looks more faded and doesn't have the same vibrancy... It's also not centered as well as it was in Gimp. Does anyone have any ideas how to fix this issue? My experience with Blender is pretty beginner-level.
Sorry for the delay, i was on vacation!
I guess the reason the image looks faded in Blender is because of the material of the model. In the shading tab click on the object and then you can bring the roughness up to maximum and that should fix it for you.
Regarding the image not being centered on the model, did you make sure that the view in Blender is perfectly horizontal? You can do so by clicking the X on the XYZ axis on the top-right side. Also don't move the model or the view until you are completely done applying your image.
Let me know if that helps
@@viperskins Correct on both of the issues! That totally fixed it, thank you! Hope you had a fun vacation!
Any thoughts on how to get the image to wrap seamlessly around the gun (The top of the slide, etc)... They appear stretched to cover these areas since they not shown in Gimp... I assume it's something to do with the occlude options but haven't seen where to fix this.
@@kalyncook3393 I'm glad the issues are fixed now.
Just to make sure I understand, you want some parts of the weapon that exist on its right side to be painted as well? Try to disable the occlude and backface culling like i did in the video and make sure that the parts you want to be included are also included in the visibile model and have the same material.
However note that the results might not be perfect and it might be better to paint some parts separately
I can`t find the " Texture Slots" ;(
ruclips.net/user/shortsFkf55wD63T0?feature=share
How did you put gimp as a quick edited tool for blender? lost on how to do that!
timestamp 4:55
ruclips.net/video/KXo0nQsRc_4/видео.html
Hello again, I have one problem with editing, I will explain, when I finish my editing and close either blender or photoshop so next time when I open same stuff which is skin in photoshop and blender model(everything is the same) but when I'm editing skin once again and then click apply it's says "could not find image", do you know how can I fix it?
I usually like to finish the editing in the same session (Meaning that I don't save and resume again later), so I don't remember getting that error before. It seems that when you close Blender it forgets the association that it creates between the model and the external file.
A fix that seems logical would be to click on Quick Edit again. This will create a new file that Blender will associate with the model. You go back to your photoshop session and continue editing as if all is good. When you're done, export the png image with the name of the new file that Blender created when you clicked "Quick Edit", and then click Apply.
Let me know if that fixes it for you
how do make it so i view my skin like u did in the end
That specific view at the end was the workspace of CSGO. It no longer exists today.
If you're asking how to check your skin in general then I suggest that you watch my full skin tutorial: ruclips.net/p/PLzsdBCbed-wSnl8r1W3jVtvyMAZ2azwNq
If your skin is ready in Blender then the relevant parts for you are part 3 and 4
thank you this is very useful. I'm Nemesis from yesterday maybe you remember :D
Of course I do! You're the amazing player who gave me my very much desired assist in Canals :D
Thank you for the nice words, I'm glad you enjoyed the video :)
@@viperskins haha yes, and thank you again for the good game :)
Working with blender is much easier to create skins than guessing the uv map😂
Im working on reviving an old game and their gun model sometimes shares same uv in different parts which i wonder if we able to get a fix for this, using different uv mapping on the same model or needed to be a new model..
Just to make sure I understand, when you say "reviving an old game" are you still talking about CS?
@@viperskins yes it's still cs related, more likely an heavily modified cs source with its unique settings blending alot fps mechanic gameplay aspects in 1
does this only work if the top of your image texture has flat colours? What do you do when it has some detail, the top part of my model keeps getting the texture stretched
top and bottom parts can be tricky. if they have too many details then you might want to consider doing the same process for the top separately (Maybe also reenable the normal falloff and occlude and backface culling if you do the top separately).
You need to play around with it
You are god of it, thx a lot
My pleasure ;)
Hello Viper. I am designing a skin for Glock-18. I want to use a separate image for the side of the gun and a separate image for the top, but they are intertwined. How can I do it separately?
You'll need to follow the process described in the video twice, once for the sides and once for the top (different image each time). But you'll need to be careful and I suppose you'll need to manually fix lots of things. It won't be easy.
I suggest that if you can keep the top without an image of its own it will make your life easier
once i've finished my design, how do i save it in blender to import it in cs2?
Sorry for the delay, but I thought if i answer you with a video it would be better! Watch this video to see how to bake the textures and save the TGA files that will be uploaded to the game: ruclips.net/video/Eq-KxkTfpds/видео.html
This is really frustrating if you're using photoshop, it just does not work. When you go to export back to blender, it isn't already named and located correctly, so you cannot get it back into blender. No matter what I do, It just defaults to what it wants to name it and is in my documents lol. Awesome tutorial though, very helpful with everything else thus far :)
When you click Quick Edit photoshop should open an existing file that Blender creates. When you finish editing you should export the same file with the same name and location (Override the file). You shouldn't rename the file to something else.
@@viperskins Thanks for the quick reply! That's the problem, photoshop does not automatically name it, unfrotunately. if you go to export it without changing name, it's just not the correct one.
@@shcaboose The thing is that Blender creates the file, so when photoshop starts the file already exists.
Make sure that you save your Blender session before you click on Quick Edit. Then you can find the image in the same folder of your .blend file. When you export choose that file that Blender created in the folder where you saved your blender session.
Let me know what happens
How did you separate the weapon so that you only got the body of it so fast? cant seem to get the hang of it
I apologize for speeding up the process. Others also complained about that.
Basically I hover over the parts that I want to select in Edit mode and press L. However this was a CSGO model. In CS2 they built the UVs in a weird way which makes it a bit harder to select that way.
I still didn't get to play around with the new models, but now that I got CS2 with the rest I'll be making new tutorials very soon and i'll show the process slowly :)
This is basicallly what you have to do when you want to create a "custom paint" skin like the Awp Nee Noir, right?
Yes, but I suppose that with the neo noir skins the creator did it much more carefully.
Remember that you don't have to apply the entire image in one go. It's preferable to separate the image into parts and apply separately
when i do the thing about bas color i dont have the shaders like this even with the right view selected and mode. Also how do you export then de the final image. I have a good deisng I wanna do for zeus :)
Maybe you're using Blender 4? In this video i'm using Blender 3.2.1.
If your skin only consists of the painting that you apply then simply save the base color image and that's it! Otherwise you'll need to bake an albedo map. Watch my new tutorial if you need help with that: ruclips.net/p/PLzsdBCbed-wSnl8r1W3jVtvyMAZ2azwNq
@@viperskins thanks, i did the thing well but now when i export and wanna it updated in blender nothing happens XD danr i had interesting design, i have 2 designs to put together on main part of the Zeus and paint the other little parts :D if you wanna see a screen tell me ^^
@@FlyingRun Did you bake your materials after you finished applying the image?
Where do I get the models to import in blender ? 😢
www.counter-strike.net/workshop/workshop
Scroll down and click on Resources, then download the new models (I think it's the second link, it has the word 'New' in the name)
Viper you are my hero
:D
Hello, I'm wondering how did you choose only the body of the awp, is there a specific hotkeys for that?
When you hover over a certain part in Edit mode press L and that will choose the parts that are connected in the UV. However this doesn't work too well in the new CS2 models unfortunately
Im having some issues gettung the skin applied if i could get a hand thatd be awesome
I'm assuming that you followed the steps in the video? If so, how can I help? What are you getting when you try the steps mentioned in the video?
how did you select just the body and not the scope or barrel?
In Edit Mode hover over the area that you want to select and press L
@@viperskins i tried that but it wont let me select the entire cs2 skins body at once
Also are you just doing the 2 faces or are you selecting the top and bottom too?
is there a source for pre-split up cs2 weapon models to speed up this process?
No idea. But what you can do is that every time you dismantle a weapon save it as a separate template in order for it to be used for future skins
Hey man, i have a question, how did you merge the layers from the colection (awp1 and awp 2), because i cant merge them and the image will apply only on the awp 1, while the awp2 (the screws of the awp) will remain default
Don't separate the screws from the body. Also (More importantly) make sure the screws have the same material as the body (The material that eventually receives the image).
If you're creating a patina skin then the screws will always remain default (Like the end-result shown in the video)
2:32 I have no texture slot area
ruclips.net/user/shortsFkf55wD63T0?feature=share
Thank you so much for replying. i have another problem when i edit the texture with photo editing software the texture became darker
@@277- It's fine. The reason it becomes darker is because of the roughness of the material. If the drawing is the only thing the skin has then after hitting the apply button you're done. If you still need to do some extra texturing then simply raise the roughness in the Principled Shader node