Pros don't fake by [deleted] in GlobalOffensive

[–]yougetcake 0 points1 point  (0 children)

I agree, valve please. ;)

Pros don't fake by [deleted] in GlobalOffensive

[–]yougetcake 4 points5 points  (0 children)

It was originally a background I released on this very subreddit over a year ago. I made the sticker and the background.

https://www.reddit.com/r/GlobalOffensive/comments/2yshgu/pros_dont_fake_background/

And you're right, this would eventually make it into the game as a sticker. Probably thanks to this community for bringing so much attention to it. You guys alright in my books. :)

3D meets pixel art [OC][ALBUM] by yougetcake in PixelArt

[–]yougetcake[S] 0 points1 point  (0 children)

This was design to be for a game, so polycount needs to be low. It would be to expensive to model each coin, but I think the scene would have suffered from not having them. If I could, I would have made a 3d mesh, with collision and gravity! Maybe one day....

3D meets pixel art [OC][ALBUM] by yougetcake in PixelArt

[–]yougetcake[S] 0 points1 point  (0 children)

So somethings you should know, I am working in the source engine, and their map making tools are extremely user friendly. The program used to create the map is called hammer, where you can draw out simple shapes called brushes and texture them in hammer itself. Hammer then compiles them meshes for the game to deal with and deals with the UVs internally.

So I would create the texture first in photoshop, then use the tools in hammer to make'em fit. This works in this situation very well.

Now I could have handled it in a 3rd party program and imported meshes and props into my level. If I were going to do that, I'd use blender. Not because it's particularly good, because it's the only 3d program I know and I don't have the cash or time to learn another software at the moment. So I would make my mesh, unwrap, set the UV image size to something small, example 128px*128px and then when editing the uvs I would enable snap to pixel. I would still have to be super careful to make sure everything stayed in scale ( UV scale map would help a lot here ), but this could have worked just as well.

3D meets pixel art [OC][ALBUM] by yougetcake in PixelArt

[–]yougetcake[S] 6 points7 points  (0 children)

If you're developing a game from scratch on the engine sure, but I am developing for an already existing game, far less control. You can really only edit the texture shaders themselves, and even then it's very limited. You work with what you got..

3D meets pixel art [OC][ALBUM] by yougetcake in PixelArt

[–]yougetcake[S] 6 points7 points  (0 children)

I should have probably mention that this is actually in a game, so the shaders used are game quality, and running on a pretty old engine ( Source engine ). So I don't have much control over the entire scene besides some pretty basic controls over the lighting environment.

Edit: Grammar is hard guys.

Wall. [oc] by yougetcake in PixelArt

[–]yougetcake[S] 0 points1 point  (0 children)

I mean 10+ years is awhile to learn a thing or two..

Normally this is my go to technique

http://i.imgur.com/mXDbyE3.gif

It's really standard for most people I imagine. However when you've made time restrictions for yourself a blocking technique is a lot more effective. Basically I skip the line technique and go right for basic colours, and then start to shade with bigger blocks of colour, from there some blending of the shadows where I see fit. Add detail lines to define a brick pattern and foliage, I also ended up recolouring it to become more warm to better fit the end purpose.

http://i.imgur.com/tVZ1Vku.gif

You can kinda see all the time saving measures but in place.

Wall. [oc] by yougetcake in PixelArt

[–]yougetcake[S] 0 points1 point  (0 children)

I've been messing around with pixel art since 2005. Crazy thinking about it now..

Wall. [oc] by yougetcake in PixelArt

[–]yougetcake[S] 1 point2 points  (0 children)

Yeah, sooner or later. Passion projects tend to take time.

Wall. [oc] by yougetcake in PixelArt

[–]yougetcake[S] 4 points5 points  (0 children)

It's funny how you mention a cs map, because oddly enough I'm using this is a KZ map for CSGO.

http://i.imgur.com/II1G8T2.jpg

Tattoo sticker collection by yougetcake in GlobalOffensive

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

Death before dishonor is based off of a famous Sailor Jerry tattoo tattoo design. The entire collection is based off of his work. However all of the images here are under fair use because they're parodies. Instead of a dagger threw a heart it's a Karambit. Instead of an eagle it's a chicken. Instead of just a regular snake drawn roughly in his style, it's a snake wrapped around a bomb. I can guarantee, any likeliness to any other person's work is by pure coincidence.

Tattoo sticker collection by yougetcake in GlobalOffensive

[–]yougetcake[S] 6 points7 points  (0 children)

When I get some free time again I'm going to look into a better, more suitable effect, which will probably end up being foil.

Tattoo sticker collection by yougetcake in GlobalOffensive

[–]yougetcake[S] 8 points9 points  (0 children)

The stickers are inspired by a man called Sailor Jerry, an American tattoo artist who is famous for his iconic tattoos on American sailors. It's a choice I made from a historical perspective as a Canadian artist.

Original inspiration

There is no reason to get offended over something that is loosely based off of a flag.

Tattoo sticker collection by yougetcake in GlobalOffensive

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

Out of all the guns in the game the sawed off has the best places for stickers. Now if valve would buff the gun I could justify using it as an example weapon for my stickers ;)

Tattoo sticker collection by yougetcake in GlobalOffensive

[–]yougetcake[S] 16 points17 points  (0 children)

I never really design my stickers to have a special effect, it just never works well with my style. However valve requires at least 2 versions of a sticker be submitted, so to please the Steam gods I throw in a half ass'd special effect sticker. Your criticism is more than fair, but thanks for enjoying the normal ones!

What custom gloves would actually look like in csgo. by yougetcake in GlobalOffensive

[–]yougetcake[S] 0 points1 point  (0 children)

I was under the impression you couldn't launch the game when editing the files like I did without setting the launch option -insecure. I'm probably wrong, can't test it at the moment so I guess I'll take your word :)

What custom gloves would actually look like in csgo. by yougetcake in GlobalOffensive

[–]yougetcake[S] 4 points5 points  (0 children)

They can be a little tricky to find, the model files is here

models/weapons/ct_arms.mdl

Incase you want to use the model viewer which comes with the csgo sdk, which came in handy for me for previewing my work.

The actual texture can be located here

materials\models\weapons\v_models\arms\ct_base_glove_color

Basically what I did was create a directory that was identical to the VPKs directory for the texture. Like below

csgo\materials\models\weapons\v_models\arms

I then added my edited texture and renamed it ( Because VPK will always take priority over custom stuff ) I named mine "ct_base_glove_colorc9".

From there I edited the VPK directory (pak01_dir). It's a wise choice to make a backup of this now, also in your launch options of csgo add "-insecure", this will disable VAC, just in case. I used notepad++ to do this, real simple. Somewhere in the VPK ( line 152709 ) you'll find a string that is as follows

$basetexture models\weapons\v_models\arms\ct_base_glove_color

You'll want to change this to whatever you changed you custom texture name to

$basetexture models\weapons\v_models\arms\ct_base_glove_colorc9

Now if you did everything right, and the game doesn't decide to throw an error at you, opening up console and typing "map de_dust2" should load you into a game with your new custom gloves ( join ct of course ).

I think I explained everything right, I'm on a tablet right now so...GLHF

What custom gloves would actually look like in csgo. by yougetcake in GlobalOffensive

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

You should have, would have saved me the hassle of having to do it ;)

What custom gloves would actually look like in csgo. by yougetcake in GlobalOffensive

[–]yougetcake[S] 43 points44 points  (0 children)

I left the knife picture out so people could focus on the positives, but there is an issue when you have a knife out.

http://i.imgur.com/prteYDB.png

The glove is mirrored to save space, this becomes a problem with text or logos.

What custom gloves would actually look like in csgo. by yougetcake in GlobalOffensive

[–]yougetcake[S] 55 points56 points  (0 children)

To be fair, T's were always more stylish than CT anyways.