Figured it was about time I got on the CS:GO workshop, seeing as how I started my path as a 3d artist doing custom content for CS 1.6 and CS:S.
I bashed out this quick techy/industrial look for the sawed-off shotgun last night, pretty happy with the general look. Intend on doing more in the same style, refining it more with each pass. The only thing I wish I'd done is accommodated the text overlayed from the ambient occlusion better as it's not sitting too well ATM. Oh well, next time :v
Just a small comment on the wear though, it seems like the wear mask is inverted. I would think the paint would chip off the edges first, and persist on the flatter surfaces
Ah I did that intentionally to preserve the design, maybe should have spent more time on it so it only gets masked in the crevices instead of the edges, too.
The first three were modeled in Max, soft edges coming from Mental Ray's rounded corners. The 5-7 and the M4 I'm using nDo2 for which is a bit faster but doesn't have quite as much control.
These are great! I am also loving that new colour scheme but maybe make the middle light brownish part of the gun a bit more saturated in my personal opinion.
wow man, i'm really impressed by your designs. I have couple of questions if you don't mind, you look like you take a different approach doing the skins where you start from a 3d model then you extract the texture am I right? i usually work on the texture map on photoshop directly. what do you think the different between the two methods? and It would be amazing if you do a tutorial walk through one of your designs. thanks
wow man, i'm really impressed by your designs. I have couple of questions if you don't mind, you look like you take a different approach doing the skins where you start from a 3d model then you extract the texture am I right? i usually work on the texture map on photoshop directly. what do you think the different between the two methods? and It would be amazing if you do a tutorial walk through one of your designs. thanks
It varies, really - this Desert Eagle and my first 3 skins were made by making a high poly model in Max and baking it down, while the rest are made in Photoshop with nDo2. Either way, I tend to create a full set of PBR textures as if it was a modern game asset and then just bake it down with nice lighting in Max to really sell the materials. It's a bit more work and definitely a lot more technical than doing it all in Photoshop, but I think the results you can get with these kinds of methods are far superior to just Photoshop.
wow man, i'm really impressed by your designs. I have couple of questions if you don't mind, you look like you take a different approach doing the skins where you start from a 3d model then you extract the texture am I right? i usually work on the texture map on photoshop directly. what do you think the different between the two methods? and It would be amazing if you do a tutorial walk through one of your designs. thanks
It varies, really - this Desert Eagle and my first 3 skins were made by making a high poly model in Max and baking it down, while the rest are made in Photoshop with nDo2. Either way, I tend to create a full set of PBR textures as if it was a modern game asset and then just bake it down with nice lighting in Max to really sell the materials. It's a bit more work and definitely a lot more technical than doing it all in Photoshop, but I think the results you can get with these kinds of methods are far superior to just Photoshop.
Really nice job first off. How do you make that nice 3D effect and carve the gun out like that. I was trying to do an engraving with part of the gun but I just using layers of shading.... :c
Replies
Just a small comment on the wear though, it seems like the wear mask is inverted. I would think the paint would chip off the edges first, and persist on the flatter surfaces
Started another
Finished!
https://www.reddit.com/r/GlobalOffensive/comments/3jwzzo/ssg_08_technicality_steam_workshop/
Finished it.
Did a quick recolour of the MAG-7 to fit in better with the tier it's supposed to go into:
http://steamcommunity.com/sharedfiles/filedetails/?id=514043028&searchtext=
http://www.polycount.com/forum/showthread.php?t=71995
(Basically, all you have to do is set the low poly's visibility to 0.0 in the object properties and it'll bake down fine)
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http://steamcommunity.com/sharedfiles/filedetails/?id=519054132
Got the M4A4 out!
Got it out.
In-game test of alternate colour scheme
Started on the Negev
http://steamcommunity.com/sharedfiles/filedetails/?id=527551863
Finished the Tec-9, calling this new series "Voyager" for the heavy NASA/spaceship influence.
http://steamcommunity.com/sharedfiles/filedetails/?id=538148887
Finished it.
http://steamcommunity.com/sharedfiles/filedetails/?id=635628686
Did a shiny desert eagle skin:
It varies, really - this Desert Eagle and my first 3 skins were made by making a high poly model in Max and baking it down, while the rest are made in Photoshop with nDo2. Either way, I tend to create a full set of PBR textures as if it was a modern game asset and then just bake it down with nice lighting in Max to really sell the materials. It's a bit more work and definitely a lot more technical than doing it all in Photoshop, but I think the results you can get with these kinds of methods are far superior to just Photoshop.
http://steamcommunity.com/workshop/filedetails/?id=673600056
http://steamcommunity.com/sharedfiles/filedetails/?id=681167241
http://polycount.com/discussion/169803/pc-csgo-deagle-constabulary-wip
http://steamcommunity.com/sharedfiles/filedetails/?id=690677780
Normally I don't sketch stuff and just tend to build it straight up, but I felt like giving it a go. Needs some love still.