JohnDunphy reacted to Yanzl in Yanzl's Source Emporium
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 from my CS:GO maps. Free for non-commercial use as long as you give appropriate credit.
Newly released assets from Breach! Over 600 models and over 100 materials. Includes a zoo map.
Assets from Thrill. Includes a zoo map.
Collection of 4 different water textures that work both on high and low shader settings. Free to modify.
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.
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.
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.
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.
If you have any questions, ask away!
JohnDunphy reacted to blackdog in CS:GO Workshop: Weapon Finishes
Hey, I'm thinking of giving skinning a try.
Are there any tutorials and resources you recommend?*
I've watched these videos by Hollandje, but it seems to me he's skipping some steps, I mean it feels some stuff is given for granted.
I've read the official Valve guide but some concepts I'm confused on, for example when they apply a pattern and also have parts of a solid color in the Hydrographic style:
i can see the chosen colours in the text, i don't understand how the paint by colour works (I don't see in the text a reference between a certain colour and the given part/area) are the numbered areas fixed and you need to choose the colour accordingly? Wear: I understand you can mask parts you want not to wear via the alpha channel so I guess this means you cannot create custom wear patterns, that is fixed/generated by CSGO on its own? *In terms of resources I'm thinking if there are cheat-sheets/template photoshop file with weapon parts cut-outs with masks that you can toggle while painting/drawing over the parts?
I'm trying to imagine the workflow for more intricate and "illustrated" designs, stuff like the ever famous Neo-noir where you need certain parts of the design to align
and I'm wondering how you achieve this when working on the original texture map that looks like this below, which means you have to cut, rotate, flip parts of your illustration to align.
Guess I should first create the artwork and worry later, but wondering if is possible to paint with this in mind to make it easier to apply, as designs like the Kill Confirmed take advantage of the weapon shape, in my head I look at a weapon's side and "project" an artwork on it, so if I was to start designing this below, I would take the weapon silhouette and paint the artwork... but reading the guide doesn't seem this might be ideal or allowing for the best result.
Hope this post makes sense 😬 and I hope it's fine tagging some skin experts 😆
@Thurnip @General Vivi @FMPONE