Stuff you might want to revisit: Set Up 0:56 Hardware + Software 1:40 4K model for Procreate in Blender Design 4:13 Unity 4:40 Movement 4:49 Big Medium Small 5:32 Contrast 5:54 White Space 6:10 Sketch 7:02 Procreate Tips Workshop 11:06 Patterned Design 12:53 Hydrographic, Anodized Multicolored, SprayPaint, Anodized Airbrushed 13:32 Patina 13:44 Custom Paint 13:56 Gunsmith 14:25 tga files + set up 15:47 Alpha Map 17:33 Pearlescent Map 18:26 Roughness Map 19:14 Normal Map 20:07 Ambient Occlusion Map 20:53 Material Map Submission 22:16 Screenshots 23:03 Video Footage 23:38 Thumbnail + Promo Images 24:55 Make a Gif 26:00 Submitting Skin Good luck on your skin making journey! :D
I probably won't make an extended tutorial for pattern skins, just cause they aren't really my jam, but I should have made that part of the video waaaaay more simple so here is the simplified version: Photoshop Layers (if you don't merge everything) Layer 01 Top of Design Blue Hex: 0000de Blend Mode: Screen Layer 02 Middle of Design Green Hex: 00de00 Blend Mode: Screen Layer 03 Bottom of Design Red Hex: de0000 Blend Mode Screen Layer 04 Fill with Black, Blend Mode: Normal All you gotta do is take the different parts of your design separate them into 3 layers and lock the pixels. Than use the hex code to get the exact color for rgb and fill in the color for each layer, and then set each layer's blend mode to screen, then adjust the opacity if you want, and then export as tga and you will be good to go to import into the workshop Hope this helps! 😎
Thank you for this fantastic tutorial! For beginners looking to get into 3D texturing and CS skins you did a great job breaking down the basics. I've done a bit of art for games in the past and wanted to break into making CS skins for fun and to help keep some of those texturing skills sharp ;3 Honestly what stumps most people when it comes to custom texture art is wrapping their heads around how materials work. The whole 0-1 texture maps like Roughness, Metalness, Pearlescence etc. It's tough for people without a game-dev background to jump into the workshop tools and figure all this stuff out without some kind of guide and this has been the best video tutorial I've seen so far on the subject! You've really helped make the entry point for CS skins much more accessible to a ton of artists who want experiment with it! Thank you! Also I seriously hope one (or more) of your designs gets picked for a crate. You definitely deserve it, both for making sick art, but also elevating the CS skin community as a whole by providing this information.
I've made skins for 10 years now and while my workflow is different as a texture artist (substance painter), this is a pretty good guide for people who have no experience designing skins but has a background in art! One of the better guides I've seen tbh, nice production too it was pretty high quality for such a niche subject.
@@stallout_art "only" 3 sadly, it's very hard and especially these days with the competition and how few cases are released. It's def something you need to enjoy or you'll lose your mind trying to accepted tbh lol. But I think just focus on coming up with unique themes and color combos for guns that don't have them, that seems to be what Valve wants the most imo. Just make sure when someone looks at your skin it's obvious what the vibe /theme etc is, I think that is something some beginners miss out on. But if you aleady got experience as a concept artist I'm sure you know quite well what works and what doesn't, most people starting have no experience at all so you do have an advantage there! It's hard to make a good skin that uses pbr and the lighting as an illustrator alone so a lot collab with texture artists. If you look at apel who has a lot of accepts almost every skin he works with a different artist, he does the textures, lighting etc and they give the art. Tldr: Trying to get accepted might drive you insane so only do it if you enjoy it too, but getting a skin accepted is for sure a life changing thing so even if it takes a while it might be worth it in the end.
For some reason the reply isn't shown with the video, but I can see it in my YT studio, but lemme say your advice is pure gold! And getting 3 in game is crazy impressive especially since there is an extremely low probability of getting a skin into game!! 💪😤 I kinda had an inkling that valve prefers designs with themes, so im glad my theory is validated by you and I am even more excited to keep designing skins based off of themes! In your opinion tho, do you think there is more success for an illustrator based designer or a more texture based designer? Im asking because I already have the illustration part down, but im curious as to how much emphasis is placed on the texture aspect, and if i should really dive in and learn some texture skills (especially since i have been making all my texture files with 2D editing software like a noob lmao)
I am still a noob so I have had zero skins accepted (and I haven't found time to make any new skins as of recent sadly). I won't be able to answer the last two questions, but I can tell you how long it took for me to make my most recent skin and I think it was around 2 weeks from sketches to a final submission (imo 2 weeks is slow cause I was still figuring out my design process, but once you get a process down you can pump out designs much faster) 💪😎
I have not tried two colors for a pattern, but if I had to guess, you could prolly just use red and green and completely ignore the blue, and then in the workshop just only mess with the red and green sliders 🤔
Solid tutorial! Also I noticed that your channel is very well organized, high quality video editing, catchy thumbnails, relevant topics, etc. Keep up the good work!
In your alpha channel you would paint that part gray (50 in the black and white slider) pretty much anything over 50 will show up as the default weapon