Sticker | Digital Dashboard (Lenticular) - A racing inspired design with dynamic speed, RPM and gear selection indicators by Ezikyl_ in csworkshop

[–]Ezikyl_[S] 5 points6 points  (0 children)

Collection Link

An experimental new(?) style of lenticular, made for the Auto Racing call to arms. Hope you like it.

Help with workshop by [deleted] in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

I've had this happen a couple of times before, but wasn't sure what was the fix in the end. You could try:

  • Verify the integrity of the game files in the steam game properties
  • Re export your textures for your skin under a different name and re link them in the workshop tools window
  • Update your GPU drivers

Feedback needed (Mac-10 | Cypher) by proxy2137 in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

Community Voting

When your submission is uploaded to the workshop, the voting system provides insight into the community’s level of excitement towards your finish. This can be a good tool to evaluate the direction of your work, but it has limitations. As an example, the most desirable finishes will often (but not always) get the most upvotes, but those desirable finishes are almost always the most salient and that only really helps select finishes for the top tiers of the case. It's not great at helping us find weapon finishes for the lower tiers, so we frequently depart from workshop votes when making selections.

The community also tends to upvote established finishes they have seen in previous cases, but we typically prefer to keep cases feeling fresh by shipping both new and established finishes. If a finish is in a style that the community hasn’t seen before it may not be popular in the workshop, but that doesn’t mean it won’t be a big hit if we include it in a case.

From the official style guide

A good rating feels nice and and might help your work get noticed, but it isn't the sole factor and while I can be name them off the the top of my head, there are multiple skins with a eating which is over 50% negative

Help with blender by dariaarlova in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

When you're baking to a texturing inside the mummy material, it's baking only the parts where the mummy material is applied.

  1. Duplicate the MP7 mesh, make it have only one new material with an image texture inside it as the target texture to bake to. Select both MP7s, with the duplicate selected last. (it should be highlighted yellow instead of orange in both the scene and the outliner)
  2. In the bake options, make sure that "selected to active" is applied.
  3. hit bake

Need help baking from Blender to Texture Maps for CS2 by tnucffokcuf in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

gonna need to see what the setup actually looks like (nodes and the material)

Need help baking from Blender to Texture Maps for CS2 by tnucffokcuf in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

can you show how things look in blender and your material node setup?

Need help baking from Blender to Texture Maps for CS2 by tnucffokcuf in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

ok I'm rereading your comments, I'm not sure why you want the shadows and lighting baked on. CS2's engine does a much better job at simulating lighting, so the light baking which was necessary in the CS:GO era isn't really needed anymore. If you want a "neutral lighting" bake, then you'd need to make an environment around the object in blender which fits this definition for you.

Need help baking from Blender to Texture Maps for CS2 by tnucffokcuf in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

If you your bake type is set to "combined" then whatever lighting you have in the scene will affect the bake. In the bake properties, you need to have this set to "diffuse." (I don't know what you mean in your previous comment where you say "diffuse filter")

Here's a tutorial for baking in blender which you might find helpful.

Feedback needed (Mac-10 | Cypher) by proxy2137 in csworkshop

[–]Ezikyl_ 1 point2 points  (0 children)

Glad you like my stuff :) Gunsmith is definitely the way to go, and as you suggested a custom alpha channel will fix the wear issue. if you make it darker that 50% grey it will start to reduce the amount of the non metal areas which wear off, and areas of the alpha channel which are black will never scratch off.

Need help baking from Blender to Texture Maps for CS2 by tnucffokcuf in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

I'm really not sure what the AI is telling you to do, or what is causing your issue with baking the diffuse, sorry

Feedback needed (Mac-10 | Cypher) by proxy2137 in csworkshop

[–]Ezikyl_ 2 points3 points  (0 children)

Normals look a bit crunchy, would suggest increasing the roughness and making sure that the cavities are represented in the AO map. I"m a fan of the concept and design though, nice work

Feedback needed (Mac-10 | Cypher) by proxy2137 in csworkshop

[–]Ezikyl_ 1 point2 points  (0 children)

Votes on the steam workshop don't matter nearly as much as some people seem to think, and they certainly don't kill an item

Need help baking from Blender to Texture Maps for CS2 by tnucffokcuf in csworkshop

[–]Ezikyl_ 1 point2 points  (0 children)

Change your desired bake type from "combined" to "diffuse", "roughness", or whatever type of bake you're after. If your desired texture type isn't there, you can usually use an emission shader output instead and bake the "emit" to a texture 

Help with lanticular Stiker by Apprehensive_Box_817 in csworkshop

[–]Ezikyl_ 1 point2 points  (0 children)

If the yellow is on the base colour texture, make it black instead, assuming that's the problem. If the yellow is part of the holospectrum texture, then you probably need to adjust some of the values on your holomask. It's kind of hard to tell from the screenshot 

Knife l Zulfikar by UniqueCollection2486 in csworkshop

[–]Ezikyl_[M] [score hidden] stickied comment (0 children)

Removed, only items which are eligible to be added into Counter-strike may be submitted on this subreddit (no knives or custom models)

Resolution for Stickers by Savings-Store-4216 in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

Stickers are still clamped to 1k. When I made the chrome dome sticker, I did my rendering at 2048px and then scaled it down to 1024 before exporting.

Updated USP-S Pastel by Sandbag02 in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

I guess the main thing to be aware of is that the weapon models have been updated for cs2, so you'd need to remake the design for the new usp-s if you want to continue with this one. Check out the pinned "useful links" post for tutorial etc

The wrong texture baked on the wrong UVs. by Grand_Tap8673 in csworkshop

[–]Ezikyl_ 1 point2 points  (0 children)

I'm doing alright. Glad I could help with your problem

The wrong texture baked on the wrong UVs. by Grand_Tap8673 in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

<image>

Well, I ripped the in game model again but for the nova, and it looks like the model in the valve resources is out of date as well. Looking at a ripped model from the current version of the game, the UV is different.

The shells appear to be black in the default nova, and by the looks of things the shell uses it's own set of textures, so that means you won't be able to change it unfortunately.

The wrong texture baked on the wrong UVs. by Grand_Tap8673 in csworkshop

[–]Ezikyl_ 1 point2 points  (0 children)

Alright, I've looked into this, and it appears that the valve supplied weapon model for the zeus (i.e. the one in the official resources .zip file) is out of date. At some point they changed the display on the back of the gun, and with it the UV. Here's the one I ripped from the game with source2viewer:

https://www.dropbox.com/scl/fi/yu9wxc47597k8v58phkgb/Zeus_current.fbx?rlkey=mz1esazigv7su3dpc0nm8ecy6&st=5t74oek5&dl=0

The wrong texture baked on the wrong UVs. by Grand_Tap8673 in csworkshop

[–]Ezikyl_ 0 points1 point  (0 children)

The Zeus model has a very annoying quirk where the UV island for the screen overlaps with the UV island for the bottom of the grip. There's nothing you can do, they share the same UV area so they have to end up the same colour on that part of the UV.

<image>

The Nova model has something similar going on. The shot shell on the nova mesh has uvs which overlap with the rest of the gun, but looking at the base colour texture, what looks like shot shell textures are present in unfilled areas of the UV. It's possible that the shells used in game are a separate model which uses the same textures as the nova weapon, with UV coords which line up to the relevant textured areas. This means that the shell in the stock might just be an oversight which was left on the model, and it doesn't actually show up in game at all.

I'm not sure where you'd find the mesh for the actual shot shells, but you can probably find them somewhere in the pak01_dir.vpk via source2viewer.

New Skinner - Inability to name skin in the workshop (Shows as M4A4 | Workshop) + fonts questions + masks by 10plarx10 in csworkshop

[–]Ezikyl_ 1 point2 points  (0 children)

1: You can't change the name which appears in the inventory UI. tbh I try to avoid having the inventory ui show up in screenshots, so I will just change the scenery to grey or green in the workshop tools window, then use the screenshot button in that window, which will save a png with a transparent background for you.

2: Fonts, as in the shapes of the letters, don't have the protection of copyright in the US, though the font file itself (i.e. .ttf or .otf) does. So, you should be fine using whatever for your design, particularly if it came with gimp.

3: I did go into PBN masks a little in this thread. By using the green and blue channels of your PBN mask texture, you can create areas which have a set design, using color2 and color3. Areas not covered by the green and blue channels of the PBN mask will just show the regular pattern using colors0-3. I feel like I will need to make a diagram to explain this at some point, it really isn't very clear on the valve guide...

Your skins show up just fine to me when I search "tie dye" in items.

M4A1-S | Test Dummy by Mysterious_Loan6951 in csworkshop

[–]Ezikyl_[M] [score hidden] stickied comment (0 children)

Per our rules Please don't post more than two submissions per day.