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Source Skinning/Texturing help

  • garthbartin
  • July 18, 2013 at 9:07 PM
  • garthbartin
    • July 18, 2013 at 9:07 PM
    • #1

    So I've been trying to get into modelling using 3ds Max for CS:GO. The models I am trying to make for my maps are relatively simple and are super easy to make in Max, however, I am struggling with skinning and texturing. So far all the skinning and texturing tutorials I've found online are frankly shit. The skinning deals with ultra simple cases that can't really help you in real modelling where you're not dealing with a couple simple cubes. And the texturing doesn't go past creating a bitmap (may not be using the right word here). So do any of you know of some good tutorials/advice for someone getting into skinning and texturing?

    Here's what I've been working with so far:
    [Blocked Image: http://puu.sh/24p8n][Blocked Image: http://puu.sh/24R1d][Blocked Image: http://cloud-2.steampowered.com/ugc/560967378980074081/8B47F34AC0710D1744B0C885645521A94F2B84BC/1024x576.resizedimage]The last shot is in game. After some work I got a bitmap I stole from CS:GO and tiled it over the UV above and was able to get it to display but it doesn't look like I kept that screenshot.

  • Sigma
    • July 19, 2013 at 2:57 PM
    • #2

    While I cannot verify the accuracy of any one of these tuts in regards to texturing and implementation on CS:GO -- http://www.cdg.net/forums/viewfor…f3833f70c42edb0 -- this forum might be of particular use to you as this group of people typically dealth with CS 1.6, CS:S, and CS:GO more recently (although the forums have died off more or less). The tutorials are most likely out of date by this point in time but they might be of use. I'll search through and see if I can't point out some particular tidbits of knowledge but am stuck at work at the moment.

  • Kinky
    • July 19, 2013 at 3:00 PM
    • #3

    The problem is either in your QC file or with where your material files are located. Post your QC if you want some accurate help. Also you need to either learn to, or be bothered to UV by hand rather than flatten the map. You are wasting SO much UV space.

  • garthbartin
    • July 19, 2013 at 8:38 PM
    • #4
    Quote from Sigma

    While I cannot verify the accuracy of any one of these tuts in regards to texturing and implementation on CS:GO -- http://www.cdg.net/forums/viewfor…f3833f70c42edb0 -- this forum might be of particular use to you as this group of people typically dealth with CS 1.6, CS:S, and CS:GO more recently (although the forums have died off more or less). The tutorials are most likely out of date by this point in time but they might be of use. I'll search through and see if I can't point out some particular tidbits of knowledge but am stuck at work at the moment.


    Thanks a lot I'll check it out.


    Quote from Kinky

    The problem is either in your QC file or with where your material files are located. Post your QC if you want some accurate help. Also you need to either learn to, or be bothered to UV by hand rather than flatten the map. You are wasting SO much UV space.

    Sorry for the confusion, I only uploaded that purple grid image because I couldn't find the picture with the finished product, that was simply a misplaced of a file that I fixed as you had guessed. The final result was a very ugly texture that was oddly stretched and wasn't bumpmapped etc. As to be expected. I also understand that flattening and stitching is an inefficient way to handle this, but those are the only tuts I could find.

    I'm asking if there are tuts out there that will run me through properly and efficiently skinning an object more complex than a cube as well as ones for texturing UV unwraps properly.

    EDIT: here's my end result, super shitty texturing and skinning and all.

    [Blocked Image: http://puu.sh/3GOTy.jpg]

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