Hey, I've decided to make a topic where I'll put together all the links to different stuff I've released for Source/CS:GO.
Assets
Assets from my CS:GO maps. Free for non-commercial use as long as you give appropriate credit.
Basalt
Most of the assets from the map Basalt.
[Blocked Image: https://i.imgur.com/9gUJslh.png]
https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
Breach
Assets from Breach. Over 600 models and over 100 materials. Includes a zoo map.
[Blocked Image: https://i.imgur.com/67oKomW.jpg]
https://www.dropbox.com/s/xsfp5kobdv22voa/Breach.zip?dl=0
Thrill
Assets from Thrill. Includes a zoo map.
[Blocked Image: https://i.imgur.com/HJLATWa.jpg]
https://www.dropbox.com/s/tkgw959whnubnla/Thrill.zip?dl=0
Pitstop
https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
Cruise
https://www.dropbox.com/s/q3ybhzd1p2q522t/Cruise.zip?dl=0
Resort
https://www.dropbox.com/s/dwasa7bs5g3wo1a/Resort.zip?dl=0
Zoo
https://www.dropbox.com/s/xehbw0k67tximp4/Zoo.zip?dl=0
Castle
https://www.dropbox.com/s/e76x6st0nsbpafq/Castle.zip?dl=0
Water Pack
Collection of 4 different water textures that work both on high and low shader settings. Free to modify.
[Blocked Image: https://i.imgur.com/KH1HtiC.jpg]
https://gortnar.com/vmt/liquids.zip
Source Engine Tools
Streamline the Source engine workflow. Mostly substance stuff.
Substance Shaders (and templates)
Newly updated shaders for Substance Designer and Substance Painter. Supports Diffuse, Envmap reflection, Specular reflection, Glossiness, Metallic (Diffuse tint), Fresnel ranges and LightmappedGeneric mode. Also includes Painter templates and export presets and a glossiness wizard filter for Painter that can be used to create glossiness and envmap mask maps from specular mask or roughness.
[Blocked Image: https://i.imgur.com/z32Yo7y.png]
https://gortnar.com/vmt/sbs_shaders.zip
https://gortnar.com/vmt/painter_templates.zip
VMT Editor
PBR to Source
A substance file and a VMT template that aim to match the PBR look as close as possible in Source (still a long way off). I don't suggest relying on this to make your materials (learn how Source handles materials instead), but it does an alright job with any PBR materials you might want to use in Source. Note that this converter only works on VertexLitGeneric. There's a brush version included but it requires manual tweaking based on the material.
[Blocked Image: https://i.imgur.com/RXQpKIF.png]
https://gortnar.com/vmt/pbr_to_source.zip
Radar generator
Generates CS:GO radar images, both regular and spectate versions. For multi level radars you have to use multiple generators and blend them together. Can be used with masks from Terri's auto radar.
Requires you to make overview image, playable area and spawn/plant zone masks.
https://www.dropbox.com/s/mij82s8x9q98…rgen.sbsar?dl=0
Sun color calculator
A quick test project, calculates the color of your light_environment direct brightness based on the fact that the final color depends on both ambient and direct.
https://codepen.io/gortnar/full/xYJGLj/
If you have any questions, ask away!