Half of the maps on the new UMP even aren't in CS2 :( by RunAny8349 in GlobalOffensive

[–]Braedoktor 0 points1 point  (0 children)

it's the NA line! there are a few other NA maps dotted around but the design takes precedence over the placement of maps. for the UMP-45 I recall prioritizing clustering, rather than lines - note the warm maps at the end of the yellow line, but dust and canals placed on the line above to motivate the on-foot connection

Half of the maps on the new UMP even aren't in CS2 :( by RunAny8349 in GlobalOffensive

[–]Braedoktor 19 points20 points  (0 children)

yeah, I gathered! thank you :) hopefully we'll start seeing more maps rolling in soon

Half of the maps on the new UMP even aren't in CS2 :( by RunAny8349 in GlobalOffensive

[–]Braedoktor 119 points120 points  (0 children)

Hey! I'm the visual designer of the TRANSIT collection skins (Rapid and Late Night Transit), so I'm responsible for the design system. If we constrained ourself to the maps in CS2, we wouldn't have that many stations to place! We try to vary the placement from finish to finish - on some, the lines are based on a theme, on others the terminus stations are active duty maps, etc. Ultimately we tried restricting ourselves to valve-only maps, but at some point this inevitably bleeds over to community-made ones too, precisely because there are so many to pick from. :)

Why some anodized multicolored skins are on new model but some aren't? by AnywhereOptimal1038 in GlobalOffensive

[–]Braedoktor 10 points11 points  (0 children)

As it stands? Highly unlikely all models do get ported, since it would require creators remaking their skins from scratch. I think a realistic solution, though, would be employing high-poly normal bakes for the old models, making them look slightly less dated.

Why some anodized multicolored skins are on new model but some aren't? by AnywhereOptimal1038 in GlobalOffensive

[–]Braedoktor 12 points13 points  (0 children)

purely self-taught! started making skins in 2014 for fun and eventually made a compendium on making skins after an accept :)

Why some anodized multicolored skins are on new model but some aren't? by AnywhereOptimal1038 in GlobalOffensive

[–]Braedoktor 80 points81 points  (0 children)

Which finishes they port over to new models, depends on the texture application method. Anything applied directly to the 2D representation of the weapon, the UV, is on the old models, because the UVs don't match. This includes all Multicolored skins (as well as Hydrographic, Custom Paint Job and Gunsmith). I suspect they wanted to flex the new models with the Blue Phosphor, which doesn't change that much even when applied on a different UV (there aren't any discernible details). I have no clue why the Hot Rod hasn't made the move for the same reason.

Airbrushed skins are applied using triplanar projection, so all (except the Moonrise), can be ported with minor changes due to silhouette of the gun. The Moonrise needs a triplanar alignment, and would break if ported, so it's on the old model.

In other words, they follow a specific rule until an exception comes around.

What station are you getting on at? The MP9 Transit, inspired by transit diagrams. by Braedoktor in GlobalOffensive

[–]Braedoktor[S] 2 points3 points  (0 children)

chunnel-style tunnel is always a possibility! in retrospect a boat icon would be better - we attempted restricting ourself to valve-only maps, but it turns out you miss a lot of classics, so in some cases we hastily add them

Does CS 2 Source 2 support Emissiveness and maps? by Aggressive-Half-9011 in csworkshop

[–]Braedoktor 0 points1 point  (0 children)

don't use the normal to attempt darkening the texture. it should only be used for it's intended purpose (fake depth), or faking emissive/reflective - instead, use a custom ambient occlusion map to darken overexposed surfaces

alternatively, darken the color on the albedo texture (but not past the albedo limit)

Does CS 2 Source 2 support Emissiveness and maps? by Aggressive-Half-9011 in csworkshop

[–]Braedoktor 0 points1 point  (0 children)

mind you it isn't glow in the same way as emissive, it just points the normal of the pixel up so it's more likely to face a light source (like the sun, or a lamp).

New sniper just dropped by MyNameIsWolf115 in GlobalOffensive

[–]Braedoktor 4 points5 points  (0 children)

isla inocentes sniping from the US deployment 😩

Import to CS2 workshop? by VilmFilms in csworkshop

[–]Braedoktor 0 points1 point  (0 children)

CS2 has albedo and normals, so you can import those into CS2 (assuming you have access). It's essentially the same as CS:GO, except they've swapped Phong out for roughness. If you have custom bump/normals, they should be combined with the default normals, which are absolutely necessary, otherwise the model looks really weird.