The PP-Bizon BAAL is my restricted rarity skin - contribution for the workshop contest.
The BAAL collection I make is highly inspired by the original Alien movie from 1979 and H.R. Gigers work in general. I mixed it up with the solid black-white design resembling the clean Stormtrooper armour and ship designs from the old Star Wars movies. Over all it should feel like a factory new white future gun infested and corroded by alien goo.
To break the 2 color contrast i added some red elements to make the composition
more interesting - however I try not to make it to much like a railgun.
This is still a very early stage and far from finished. I personally am not that happy with the white goo on the magazine and I will add more solid white parts. Higher level of detail and over all more corrosion will be added as the work progresses
@BIXON: Did not know the Bizon will be a blue tier skin - however they mentioned the P90 Elite Build as a reference for the blue tier skin scheme and the AK47 Elite Build and the new Dual Berettas Ventilators are also blue skins (all of them high quality skins with a ton of fine detail) - furthermore they took the AK47 Cartel as a reference for a high tier skin but the Dual Berettas Cartel (basically same scheme) are a blue tier skin - so I guess Valve does as they please =D
As far as I am concerned about my own contributon: it is black + white + 1 color so by no means flashy enough for a high tier skin^^
But thank you for the advice
- so heres the deal:
The goo part is gone for factory new wear BUT it shows itself the more wear off the skin becomes so at battle scarred it is basically molten metal on the previous goo parts. This would also fit in the Alien scheme where in the film the blood of the creature melts basically everything it comes into contact with. The more wear off - the more alien blood the gun came into contact with.
Here is my first rough attemt of this idea - I would like to hear your thoughts on this one
Yea I try to wrap my mind around the tier choices that valve makes but can not really get a clear indicator of how they actually assign skins to their tier. The best guess I personally can make is: the more different colors / complex pattern a skin has the higher its tier gets.
Edit: Yeah I can't wrap my head around their rarity classifications either. The AWP - Asimov, while it flows with the lines on the gun, it uses simple colors, there isn't much detail, and yet it is a Covert gun.
I personally am more happy with the magazine as it stands now. I always felt the first drawings where not the style I was looking for. It also made no sense to me why the top of the barrel has horizontal goo while the magazine had vertical goo but I do get that a skin with that style would look cool.
And thank you for your feedback
I will try to make it less bright on the white parts.
Thank you for the comment I appreciate it
Well the most important thing is to have fun making skins and improving with every piece made. ofc getting added would be the checkpot
But I think the fear of fitting to a certain tier should not restrict your own creative idea. Valve will pick what they think fits the theme best and has a quality high engough for representing a weapon in CS:GO. Sure when they are looking for a low tier skin you probably should not design a new Hyper Beast^^
So avoiding solid 100% colors actually helps the final look of your design.
DOTA 2 and CS:GO both run on the Source 2 engine as far as I know but it could have something to do with how the shaders are build together in both games.
In CS:GO there is a standart dirt map added (regardless of your alpha channel) and some guns use a special texture for text / screws / the handle... and so on - both you are unable to edit.
@Davitteu : Thank you too. I am very happy to hear that I very much appreciate your comment!
I added more wear-off to the entire gun and refined the goo wear off i already had from my last post
The level of detail had been reduced by a small amount (there was stuff going on in the black part ath the middle of the gun-body - that has been deleted)
I also made the entire black part a tiny bit brighter and did some tweeks on the shader in the work bench compared to my last post.
And I finished the entire backside of the gun (I usually do this last when the visible side is finished)
This picture was made by two ingame work bench greenscreen snap shots + some tweeks in over all levels in post - for the final submission I will upload additional unedited work bench screenshots (as required).
Thank you guys for the feedback - made me realise that the black goo part was actually way too much and to be honest I think the solution with the goo-wear off is pretty cool - so thanks for pointing that out and pushing me to come up with this solution
Thank you very much
I really appreciate it. Your workshop contributions and level of skill are outstanding so I feel kind of honored :DDD
It is basically finished BUT I can still change little things so feel free to point out my mistakes
I will repost this skin in the final thread (without the WIP stuff of course) so those pictures taken from the workbench are basically my final sumbission images for now.
@Rokit : Thx yea the custom paint job is the only finished style where you are able to paint a pattern on the wear off (to my knowledge). You can use some very basic solid alpha things on GUNSMITH as well but it is basically hiding certain parts of the metal - no actuall drawing. PATINA does not support Alpha at all (this is the reason why PATINA skins have next to no wear off like Wormgod or Medusa) those skins only lose some color value on Battle Scarred.
Uploading my final submission pictures here too (they are part of my workshop presentation) just in case it turns out they are needed on my polycount topic as well
Thank you. Yea Battle Scarred more asked for than FN that would be funny
Thx I really appreciate it - would make me immensely proud seeing this getting added and people using it (like every designer would be seeing their stuff getting added and used)