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(CS:GO) Problem with UVChart and Pattern

  • Gir
  • August 5, 2015 at 11:09 PM
  • Gir
    • August 5, 2015 at 11:09 PM
    • #1

    Hey guys, I'm beginning to create skin for the cs:go and I'm having a problem with the AWP texture. The texture fits right in the .obj file, but when I test it in game UVchart is not right. Like the example below:

    This happens only with AWP, I searched, but I not found answer to that. Does anyone know how to solve? :/

  • jackophant
    • August 6, 2015 at 8:32 AM
    • #2

    I don't understand what the problem is?

    You've used big blocky colours so some of the AWPs elements are coloured half and half because you haven't accurately coloured them in.

    Unless you mean something else?

    EDIT: If you mean how worn the AWP looks, you need to adjust the condition sliders towards factory new, however, the scope and barrel on the awp naturally have a much faster wear rate so to counteract that you need to use an alpha channel to mask the area you don't want to wear and/or edit the vmt file.

  • Gir
    • August 6, 2015 at 2:35 PM
    • #3
    Quote from jackophant

    I don't understand what the problem is?

    You've used big blocky colours so some of the AWPs elements are coloured half and half because you haven't accurately coloured them in.

    Unless you mean something else?

    EDIT: If you mean how worn the AWP looks, you need to adjust the condition sliders towards factory new, however, the scope and barrel on the awp naturally have a much faster wear rate so to counteract that you need to use an alpha channel to mask the area you don't want to wear and/or edit the vmt file.

    Yes, I put color blocks only as an example to show that in the pink of the scope and barrel were not with solid colors, but were worn and in places barely appeared. I even adjusting the condition and parameters of the pattern, the problem still remained.

    But I did what you said about the alpha channel mask and it worked, the color was as I wanted when I tested again. But I could also fix it any other way?

    I'm still learning about the techniques for creating skins, I am very beginner with photoshop then had no idea how to solve this. Thank you so much. :)

  • jackophant
    • August 6, 2015 at 2:39 PM
    • #4

    Sadly that seems to be the way to do it!

    This is why the Asiimov skins "highest quality" is Field-Tested, and even the Battle Scarred ones look very clean, the creator (Coridium) would have had to apply a large alpha mask over the entire gun to make sure it didn't wear down to a grey base colour. Anything above Field-Tested would have been indistinguishably perfect.

    You've got the technique right now, so it's just about practicing with it :)

    Any screenshots of the successful version?

  • biXen
    • August 6, 2015 at 2:49 PM
    • #5

    There are some tricks to the alpha mask, I would suggest searching for Coridiums (creator of Asimov skins) video tutorial on Youtube and just looking at that because he goes through it all.

  • Gir
    • August 6, 2015 at 3:32 PM
    • #6

    Thanks for the tips! Now I found the video he explains about it. As I was not sure what was wrong, I did not know how search the solution. :P

    I tried again with the same example:

    But now I could better understand the technique. Thank you again! :)

  • Vaya
    • August 6, 2015 at 5:10 PM
    • #7

    AWP | supersoaker?

  • Gir
    • August 6, 2015 at 5:57 PM
    • #8
    Quote from Vaya

    AWP | supersoaker?

    hahaha. This would be a good name. I put these colors just to show an example of the error that was happening. But this is not my idea for the skin.

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