Coridium’s CS:GO Tutorial’s – Flexible Base Templates For Weapon Finishes (3D Coat & Zbrush)

Coridium’s CS:GO Tutorial’s – Flexible Base Templates For Weapon Finishes (3D Coat & Zbrush)

this video is gonna show a template the system I use an order to start a new design its pretty universal and can be used for any gun on the workshop. the techniques that I’ll show you will be use in two
pieces of software one called 3d coat and the other called zbrush links to the 3d coat steam page and the pixologic homepage are in the description below. There is ofcourse many other of pieces of software avalable that do a similar thing but have only used these two pieces of software, so that what ill be using for the demonstration of this video to be kept up to date with the latest
video releases and help support these tutorials please subscribe by clicking the link on
screen and follow @CoridiumStudios on Twitter thanks for watching and I hope you enjoy this new video so you can see on screen now is typical type of template I would use
and when starting a new gun this particular template came out of Zbrush but the 3d Coat looks incredibly some all run you
through the process how to create this or both 3d coat and for zbrush. While doing so I’ll talk about some of the advantages
and disadvantages between the two programs so the first I am going to run you thought is 3d Coat process, so first things
first open 3d coat once 3d coat is open you will meet this screen which allows you to choose which type all function within 3d coat your going to use there is a lot of features in 3d coat but for this tutorial we’re going to focus on this one here
which is paint directly over UV’d model, you click
that that will take you to this screen, where you can import your objects (your mesh) so the best way to do
thisis to go to the folder icon then find year obj’s is now if you don’t have
these already I’ll put a link in the description, so for this video onto use the M4A4 no particular reason purely because I’ll
like the look of this gun. once you’ve selected your particular gun type, you’ll be faced with this screen, now there is a lot of options here but really the main ones that you want to focus on is, keep your
UV mapping! because that’s what the gun uses to apply a texture, you can apply
smoothing but for me this is purely a visual thing, so there’s no reason to
change this and you can change the name of the UV set, but that’s not necessarily either the areas that you should mainly worry about is keeping your UV’s and the size of your texture. Obviously the size that goes into
game can be whatever size you decide to
reduce it to but I find when working its best to either have a 2048 or 4096 texture as your base, that allows to scale it down to a much smaller size for submitting to
game, but allows you to keep the resolution nice and crisp while you’re
working, so for this one I will choose a 2048, now you want it to be square so you make sure both of these are the same, once you have done that you click OK once the models loaded, if you left click in blank space around your model it allows you to rotate the model, if you hold the shift key while left clicking in blank space it snaps to various views for example like the side, front back. So the view we are going to work
from is the side view, it’s important, in fact its
most important you consider what the guns going to look like from the first person view as thats what most of the players are going to see but I think when you’re trying to do a
design which covers the whole weapon working from a side view is probably the
most simple way to start a design but I would just
like to say I think it’s incredibly important to very early on your design, get your design into
game and check it from a first-person
perspective! often you can spend a long time working on design from the side not
checking in from the first person and you might design a is in a really nice looking gun from the side, once you get into game and look at it from the first person view, it can often be a bit of a letdown the design can often be too small or too
intricate to really be readable from a
first-person perspective, although we’re gonna be
working from the side I just want to say make sure you check your designs and
first-person so now we have our gun loaded orientate to the side view, by using shift and left click, use the middle mouse button pan the model around the first thing you will notice is its in perspective, you can tell as you can see undersides of the object the way this is going to work is
this gonna project the texture back on top of the 3d model so if you have perspective some of your lines are going to end up being distorted if you use perspective, so the
first thing that I would normally do is turn perspective off now in 3d coat that is this button here, so you click that button. as you can see that’s made it completely
flat from the side percentage view, you are not getting any of the undersides visible now. the next thing I do is use the right mouse button to zoom in. What I try to do is get it large as possible but leaving a decent border around the edges so something probably similar to this I’m using the middle mouse button to pan the objects around I’m not using the right mouse button at all. what I dont want to do is rotate it off side view if you do rotate off the side, hold shift and use left mouse button to snap back into place once you are happy with the
position that you chosen for your weapon next thing to do is to go down and and add a camera short cut. What
this does is it stores a camera position based on your view, so I if I add camera short cut now it states at the top, you camera shortcut has been inserted, now what I can do is then move the object, off to a different angle to check the first person perspective wanting to check that I could, then if I turn perspective back off, then all I need to do is go to switch to pervious or next shortcut since I have only stored one shortcut it literally doesn’t matter which one of
these two I choose, so click one it snaps it back to the side view. later on you will learn why this is important but for now, all I will say is make sure you store a camera position. So now that I have my view stored, the next thing that I will do is go too edit you need to make sure there’s a few
settings ticked the first is project through know what that means is when you design in photoshop the side view when you come back to 3d coat it will project the side view through the object what that will mean if you have a
line on this side also appear on the side, now in the long
run you’ll want to edit that so that both sides are
different but as an initial starting point it’s good to have it textured on both sides so you definitely want that checked (turned on) the second thing is you want to increase
the scale the screen size here is roughly
maybe 1600 by 900 there abouts so an order for it to be exported a high-resolution you need to
multiply your viewport size, so what this does
is multiply your viewport by 150, 200 or 300 percent now if that was 900 be three times 900
(2700) so generally I use about 300%
of the size is the screen the reason for that is when you’re projecting the texture on to this model the resolution of the screen is
gonna be smaller than your texture resolution so in order to allow for your texture to be fully utilized, what you want to do is make
sure that you scale up your side view export so you need to make sure that is ticked and and you need to make sure this is ticked once you have done those too things the button that you need to click edit projections in external editor, but before I’ll do that that I will do is save this because I’ve
done everything within 3d coat that I need so I’d recommend at this point its a good time to save so now I have saved that you can see up here its saved now, I’m happy with this file, I want to make sure that its correctly in position so any time before you export I would highly recommend that you move it slightly and then switch to your view shortcut that way you are sure what you’re exploiting is what you have stored in 3d coat. now you go to export projections in external program what you will see here is, what 3d coat exports. now in 3d coat preferences there is a section here that says external 2d editor, now if you are using a different editor then set that link up in 3d coat to link the two programs, so it knows which
programs to export too. I am using photoshop so I already have that setup when export it exports this to photoshop
for me, which is nice and neat when you look at the layers that is in photoshop what you have is a light mape, which is effectively the lighting lighting layer, a blank layer to work on and it gives you your base layer, which is whatever colour your model is inside 3d coat currently which in this case is grey. so now you know what layers are exported from 3d coat, I’ll turn them back on so first things first I generally like to give the template a background layer so for me a good starting point for
background but it does depend on the color into what you can make will be and 128 128 128 which is a midgrey I apply that to the background layer, then I have got my base layer then my current working layer then the lighting on top. The next
thing I like to do is to create a group name it and then move all these underneath
that group what that allows you to do is toggle the gun on and off but the main reason is when you draw your design it works fine and everything like
that but you can see its going out the edges of the gun now it
that’s fine but I find it very distracting when I am trying to look at the design of the gun and there is elements overlapping the boundaries so we can do is, if you hold control and
then click the little graphic (icon) in the layer what it does is creates a selection around the weapon and because these are already alpha’d, then select your group if you click this button here it creates a mask, what the mask does it is limit thee and layers underneath it, to only show in
areas that are white in the mask what this allows me to do is paint my design I am only going to do something super quick so I can get on with showing what I need to show. like a sun burst for example once you have your design you will probably notice the lighting is very harsh it does not really look like realistic lighting all you need to do to improve this is go to layer mode change it from overlay to hard light now as you can see that that gives you
much more accurate representation of what the gun would be like but it still is in my opinion too dark and you got
completely black areas on the gun so the other thing I normally
do this change this to much lower on maybe something like 50 or 40 mean it really depends on your personal
preference the reason for having the lighting is obviously to give you shape so you can see where the various details are and then try and
design around the those details so if I wanted to follow this detail I could. the lighting maps does nothing as in when you go
back to 3d coat this does not affect, what will be
projected onto the model so you can change this, you can delete this layer if you wish. I would not recommend it but you can. so once you have set your file up and you are happy with the way its all laid out, so you got your
working layer obvious if you want to create a different color, for example a red we colour this part obviously this is very rough and I would not normally design this way but as an example this explains what I need to show, what you have now is your orange layer and your red layer. The cool thing is because they are separate layers you can add a color overlay and change this to something that may be works better with the color scheme blue and orange a very popular colour scheme so i’ll stick with that
for now once you are happy with your design all you need to do in order to get this design onto your 3d model is save as you will notice when you export from 3d coat it used a very particular naming convention its called layerZ.psd now this will be saved in a very unusual place on your hard drive I think you can specify where this file is saved if you wish but I have always left as default, All you need to do is literally save. do not save as, just save once you have done that go back to 3d coat and see the model update with your texture on it so now you can see the model with texture applied, the first thing you will notice is the colour is different I did this on purpose to show an issue with transferring between photoshop and 3d coat 3d Coat is great because it keeps the layer that you have in Photoshop so for example I have layer 1 which is the yellow layer 3 which is the red layer 0 which is the grey base and the background layer 2, as you will see the red layer 3 has not brought in the colour from Photoshop now the reason why this
happens reason why this
happens is because 3d coat cant import the FX that you apply in photoshop so if you’re exporting a layer from photoshop to 3d Coat you need to make sure you flatten
you layers so for example, you right-click on the
layer go to rasterize layer and that flattens it. other thing you should do is name your layers so I am going to name it based on the colour, so yellow and blue, this will be base the other thing you can do before you export is to delete there’s a lot of things that get
exported incorrectly between Photoshop and 3d coat the other thing is the
groups if you go back to 3d coat you’ll notice there is not any groups what it has done is make the group layer just a random layer with in your layers so after your export you can delete those. To update this to match 3D Coat I’ll save this file again then I will go back to 3d coat the next problem is that it imports a duplicates of some layers so if you save the file multiple times you will have duplicates of the same layers its easy enough to fix, all you need to do is go through and delete them to be honest the M4A4 layer is not doing anything anyway, if I turn it on/off literally does nothing so I can delete both
those layers then you have the yellow layer which is the yellow which is good then you have got the Blue layer which is the blue and then you have the base which is the grey base. Then there is the group layer which again don’t do anything, so I can delete those then you have layer 2 which is the background again I don’t need that so I can delete it, so what you have got now is your object with your design projected right through on both sides, you will notice that there
are some errors that you will need to tidy up once you are happy with the design its usually because UV’s being shared with another part of the weapon other times it can be because of a slight projection error. but really it is quite small and
generally insignificant in comparison to the amount of time it would have taken to texture this on the flat UV’s The last thing I want to talk withing 3d coat is how you export all your layers that you have here into a texture that you can use in photoshop its simple, you go up to textures –>Export –>all layer color once you click all layers the save dialogue will pop up save once the file is saved you can turn over to photoshop, then open the file you saved The texture will have all the layers that you had created in 3d Coat, which is great. something else you might notice is that because of the different UV islands the yellow lines are all over the place this is expected because of the different orientations of the UV islands. One thing you might not have realised however… each UV island has the texture going right up to the edge of the corresponding UV island or the next UV island this is because inside 3d coat there is an option under preferences called padding what padding does is around the edges of each UV island it extends the edge outwards now this may not seem important but in videogames it is really important that you have padding on and generally when you’re
looking at a gun from a distance it wont actually be using this texture it will be using a much smaller should called a mip map, for the sake of time I will not go into exactly what mip maps are if you want to find out more detail than I would recommend search on internet on a very basic level as you move away
from a weapon so if its laying on the ground you and you walk away from it the engine will reduce its texture size the
are further away you get away from it in order to do that what does store these things mip maps which are basically smaller versions of the same texture if you don’t have padding on your texture
around the edges of your UV Islands then what you will find as you move away from the weapon, you will start to get seems and around your UV Islands which will end up being visible visible on the gun so it is highly recommend it to have padding on your textures. Now you have this texture with all the various layers you can edit it just like any other texture you would have created in Photoshop or any other program for the purposes of this video I am not gonna go into more detail I will cover some design techniques and processes
I use and a different video for now what I’d like to talk about it is
how you can use the files that we’ve created today for any weapon or any design. I am going to close this now and you will see we still have our side view that we created earlier on what I want to do is save this file, currently its being loaded in from 3d coat into its special folder that it uses to talk
to photoshop what we want is save a version for ourselves. So File and save as navigate to where you want to save the template ok this is now saved I reopen 3d coat we are not interested in this design so we can close this file and open up our previously saved file. what you will see is a blank gun that has our stored
camera position the key with this is, because we have stored this camera postition I know that this position matches the photoshop file. So if I was going to start a new gun design all I would do is go to file open and load my template file we saved earlier this is the template, now normally a template would be blank so we will delete the previous design this would be my blank template, I can load this up without opening 3d coat without opening any other program I can create a design then load up 3d Coat open the 3d coat file we saved earlier move the camera to our shortcut export the projection drag the design you have created from the template file to the 3d coat exported photoshop file now I have a new file with the new design, remove the layers I no longer need. save that… go back to 3d coat and that loads the design onto the model a design that is not very nice but it is a very quick way to work and if
you did this for all the weapons in the workshop then you’d have starting point that is effectively in Photoshop for all the weapons in the game, okay so
I think that’s about it for showing you how do I create a template in 3d coat I am going to switch over to Zbrush now and show you the same process it will be a lot shorter because I have already covered a lot of points inside 3d coat but you will get to see how the programs differ slightly So as I mentioned at the end last section I’m gonna run through the same
process is creating a template but this time using zbrush so obviously first things first lets open zbrush once zbrush is open it will normally open with lightbox also it never quite maximises properly so I always minimise then maximise again turn off lightbox the other thing you want to do is set
the resolution to a format you like working in, for me
I like working in HD sizes so click resize, not turn on and constrain proportions and other thing I’d like to do is turn
off the range as I like a flat background and so once we have done that then we want to import our obj so again we will use the M4A4 So we load that, then click with the left mouse button to drag out the object you can then turn on edit to allow you to rotate the model if you hold shift it snaps to the side, front and back views once you have the gun in the right orientation you need to make sure that the perspective is off so it is off currently, then you frame that and another thing they will do is zoom out slightly zbrush is massively different in the
way it works to 3d coat and when it comes to viewports and all
the other features that are in zbrush not gonna touch any of that, there is a
a load of videos online already about how to use zbrush, but if you are just trying basically align the gun to the edges of the document then what you need to do is zoom out slightly so you can see the edges of the document then you need to scale your weapon so that it leaves a slight boundary but is filling as much of the document as possible now that we are happy with the position and the next thing to do is change the type of material, now just like 3d coat when you export this to photoshop it will create a lighting layer, unlike 3d coat in zbrush you can chose what you want the lighting to look like inside photoshop so for me generally the one i think works
reasonably well is the skinshad04, that gives you this shading model which is not too dark so still see your design but also allow you to see all the different shapes that you need the next thing once you have got the documents the right size is you need to store a camera position its a little bit more difficult to save a camera position in zbrush I am sure there are other ways but the way I normally do it is go
document then find the thing called zapp link, which basically allows zbrush to connect to photoshop and other programs what you can do with zapplink is store a custom view so click customview1 then move the model so you can check it worked then you click customview1 and it snaps you back to your stored position just like 3d coat did the only difference really is you actually have to specifically save these views, so what I do is save now that is saved, what we need to do is get this into photoshop, like in 3d coat where you want to have the resolution bigger then this so that when you are working on your design you are getting enough resolution to match the texture size. what we will do is double the dimensions so you click double here, then yes you will now notice that you cant rotate your model anymore this is because it flattened the canvas go to layer and click clear, then you need to redrag out your model click edit, since we have already stored a camera position so we dont need to rotate the model, we just need to click customview1 obviously the document is now very big, so inorder to get a better size we need to zoom out. Now we are happy with the position we can go to zlinkapp this is
the same as the button that we connect to photoshop in 3d coat click zlinkapp you do not want to enable perspective so click ok if that is off enable colourised, what that does is it exports a document to photoshop that allows you to paint your own design, unlike 3d coat it only gives you two layers to paint your own design. The first layer is your lighting and the second layer is the editable layer we add a new layer create a background gives you the and nice clear edge to your model and in the same way we did before we can create a group and add our lighting and editable layer into the group, then we control click the icon which creates a mask that we can assign to our group and now we are in the same position as we where in 3dcoat we can paint our design and it stays only visible on the weapon now obviously there are differences between zbrush and 3d coat one of the main differences with zbrush is you can’t really have multiple layers it is possible but its not really easy or recommended. So what you need to do is collapse this layer into this layer, easiest way to so that is or if you have multiple layers you would need to collapse that one down to this layer which means that now you got them on one layer and then you need to merge them down again, so now you have your custom layer which has your design on it once you’re happy with that you can save
it is that you did in 3dcoat, so you can see its not saved at the moment and again it’s given its own
unique name, click save go back to zbrush and it will notice its been updated it says its found new layers and do you want to return to merge the issue with this is that zbrush really needs the file to be the same amount of layers that came out of zbrush, I just wanted to highlight this issue you might run into, so we will go back to Photoshop we need to take the layers out the group there is a few extra stages when working with zbrush so now we have what we need we can save that back to zbrush and then all you need to do is click this button re-enter zbrush click that, and it projects it onto the model in the viewport now you want to turn on doublesided, and you want to turn fade off fade means as the polygons go round the object towards faces perpendicular to the view it will face off the projection where as we want to project this right through the object. So we want fade off and doublesided on. this means it projects onto both sides this highlights another issue you might run into. with zbrush there is various ways you can texture a model, this way is not useful for what we need this is using this is using the vertices into these vertices can be coloured so
it’s not high enough and resolution mesh to beable to use and this method so what we will do
is move the model back to the saved position we need to create a texture, this means that instead of applying it to the vertices it will apply it to the texture, so the first
thing you need to do when you’re creating a texture is tell what size you want the texture to be
so in order to chose your texture size you pick one of these boxes or change this slider, 2048 is fine for what we are trying to do so we then create a new texture that creates a nice white texture if you find that you’ve done a design where that you are happy with but you forgot to do the step of creating the texture there is quite an easy way to get this on to your exportable document, if I save this now and go back to zbrush its not going to pick up the change because we have already applied that document to the mesh and unlike 3d coat, it does not constantly look for updates it only looks once you have exported it, once you have reimported it it stops looking so what you need to do and is if you go
to your history there is a button here that makes a clone
of the document so we click clone and that creates a duplicate, version of the file the reason we need to do this is… back to zbrush, click zlinkapp that takes this view into photoshop click ok, it asks if you want to update this is because zbrush is saving over the file name, so its going to try to replace this file with the blank gun from zbrush, so yes we want to update that now what we need to do is get our design onto our linked document. so we literally hold shift and drag the layers from one document to the other. because the documents sizes match it should be positioned correctly then we want to collapse these down again merge layers, which means we have our two layers ready for export save! go back to zbrush, it detects the file has changed click re-enter zbrush now this time it is pretty accurate to what we had in photoshop the main reason for this is because its applying the design to a texture, which you can see here its nice as you can get a preview so hopefully you can see it’s very
similar process between zbrush and 3d coat, if you would like to create a template that you can open the photoshop file work on that do your design then open zbrush and project it on I will quickly show how to do that, first… if you are creating a template you want a blank design as a starting point so all you need to do is click new texture upto file and save as then chose a file name for it thats it saved now we want to create our template file so we go to zlinkapp, we want to turn fade off and doublesided on, then click drop now now template loads our template into photoshop, we have our 3 layers our lighting layer our editable layer and a background layer so this is a good setup you can add a group if you wish similar to what we did previously. now too that’s pretty much our template ready now that I am happy with the template we have we can save it I now have a photoshop template file now all the files are saved I can show the process for creating a new design using templates so first things first load the template file like we have here. select the editable layer we want do our design, open zbrush file open and load our previously saved zbrush template we now need to load the stored view that matches photoshop load views then select the view we saved earlier check that the view works which it does, zoom out so you can see the whole design, then all we need to do is click the zlinkapp you don’t want to enable perspective
so we keep that off and click ok, that loads this file into photoshop we can then shift drag the design layer onto our new zbrush file once you have got the design on the correct file, you need to merge that down that gives us our 2 layers we need for zbrush its in the correct file location so all we need to do is click save switch back to zbrush, it notices that the photoshop file has changed we need to change these settings as they default back to the default settings so you want fade off and doublesided on and there you go its projected the design on to our model and that’s the way you can use a
template inside zbrush its a very similar process to 3d coat but obviously there is differences one thing to mention just before we finish
this tutorial and there’s one big big
difference between zbrush and 3d coat in 3d coat we were able to explore
individual layers out of 3d coat, where as zbrush you can only really export the texture, the way you export a texture is you go to clone texture, which basically creates a copy of the texture in the texture pallette, then you need to select the texture if its not already selected then click export, then save now back to photoshop we load in that temp texture now you can see its only brought in one layer zbrush can do multiple layers but its not really supported so if you are trying to do multiple layers in zbrush it is a work around and it can take a lot of effort to get a good layer system, obviously you can use simple things like colour selects and separate layers that way but there is no good/easy way of being able to export layers from zbrush into a PSD so that’s one of the major drawbacks
with zbrush zbrush has a host of other features
you know amazing features for sculpting 3d meshes but in terms of texturing I think 3d coat is probably more flexible then zbrush is this is something to bear in mind if you are trying to decide what package to use for creating cs:go guns If you would like to see more videos from me and be kept uptodate on the latest tutorials there is a clickable link on screen to join my youtube channel and links in the description to my
steam group and workshop! I really hope you enjoyed you
seen today thanks so much for watching and I look forward to seeing your designs in the future!

100 Replies to “Coridium’s CS:GO Tutorial’s – Flexible Base Templates For Weapon Finishes (3D Coat & Zbrush)”

  1. Hello Coridium, i have a little problem. Im using ZBrush and i cant export my file to the photoshop. I have CS6 Portable version, when im exportin, photoshop launchin in the same moment but it doesnt show anything. Blank card. Could u help me ? :/ Sorry for my bad English :>

  2. Hello Coridium , everytime i try do to it , i draw everything on photoshop then it doesnt import in 3dcoat , idk why , the first time i've done a skin that i worked like 2 hours , and i saved it but it had no color on it , and i can't modify it , and now when i try to do it again is not importing any change that i've done in photoshop to 3dcoat.

  3. When i bring the skin back over to 3D Coat it doesnt load the skin i have made, Its all messed up, How can i fix this?

  4. in zbrush after i come with the skin again like in 35:00 my texture is still messed up but a difrent messed from 32:00 i made the skin in aug

  5. Very nice tutorial! I'm using zbrush, and the projection is a bit glitchy (for examples, it doesn't color the other side of the weapons, even with two sided checked, and some polygons don't have the color they should). Any way to fix this?

  6. Hi Coridium thanks for the video.

    When I import the obj like you have done to 3d coat, it is invisible. Do I have to select a texture or something?


  7. Hey Coridium, I can't open the m4a1_s.obj in Autodesk Maya. But the other .obj's works fine. You knew about this? Was that why you picked the m4a4?

  8. Hy there, but if i use Photoshop 3D, and load the obj directly to photoshop? Its better to do your steps? with 3coat or Zbrush…? im asking that cuz i done some skins but when i put them in cs…the quality is not that good….or the weapon is not fully textured

  9. So when u paint one side, does it appear on other? Ans how to paint weapon's back and other sides that are not seen with that wiev? If its not, how to copy it?

  10. hey bro i have a problem with my 3d coat look my discussion on antpire group and find me a fix for it and thx

  11. thank you for the tutorial!!

    But I have a small problem. When I try to make a template and I click ZBRUSH APP. it doesnt take me to the window it took you with the double sided options and such, it just takes me straight to photoshop again. Could you help me out please?

  12. Hey coridium. So i get to the part where you put it back in zbrush after you make a new texture. it shows up and asks if i want to turn on fade and such ya know and the skin is actually on it at that time like in your video. However instead of trying to paint the polygons it paints a huge ass circle in the middle of the uv sheet????? what? is? that? yo?

  13. Good tutorial but could you show how to do this sort of thing in blender if you do know. If not then could you post a link to a tutorial,thanks!

  14. Are there any free software programs that let me do this? I cant really afford to buy the program.

  15. I don't have 3Dcoat or $100 at expense. Is there a free program or will I have to stoop to the level of Jack Sparrow? I don't want to but i just need to know, is there a way to do it in blender?
    Also If i do turn out pirating it if I make money using their software I will use some of it to buy the actual program. But I just wanna know if I can do it without being a bloody pirate.

  16. How do I do two different sides, when I project my right side after my left side is done it goes bad, like it's trying to combine them both.

    Also, how do I make a pattern continue on all sides including the y axis like the roof of the trigger guard or bottom of magazine?

    Thanks for the videos, they're very helpful and the process is much better for designing.

  17. Why my skin is all red in 3d-coat https : // gyazo . com / fc97482ca272a8c47b7e41ba053a9fdb if it should be like that: https :// gyazo . com / 29d190f877c2fbaceb4d3ea6cec3af85 That happend after I painted the white part, and all the red parts are a square, and not how it should be.

  18. What would I do if I closed zbrush after I was done on photoshop, cause it doent say "new layers found , return to merge?"

  19. 22.50 when i try to drag my design to original 3d coat obj file its dragging the whole gun so on 3d coat file i have 2 guns but when u dragged it changed only design

  20. Is there any way to have a random pattern (Like the case hardened skins or slaughter) on curtain parts of a skin? Like the body of an AWP but not the barrel, magazine etc. But in the parts you don't want to be randomized, you can make non randomized drawings. If that makes sense. If anyone could message me talking me how, that'd be great! Thanks

  21. You are one amazing son of a bitch. You took something that they seemed to make harder than needed to be, and turned it into an easier process. Thank you now I think I can actually design my first weapon. Question though can you paint directly in 3d coat and will it transfer into the game fine?

  22. How do I save the photoshop document so it doesn't get altered by zbrush? I saved Ps project then closed + saved zbrush, opened zbrush project later and clicked ZApp link, just to find it messed with all my layering? I don't want to merge down until it's 100% complete. Thanks.

  23. I did a weapon finish, but I have a trouble, when I look the preview in the Workbench it looks fantastic and all the colours look very nice, but ingame it looks like shit, how can I fix that?

  24. so i did everything 100% correct, when i pressed that editor button it opened photoshop like the window, but it dint load the image with the layers like it did to you, anyone know how to fix?

  25. Hey, is there any free software you can use for this – not Photoshop but the software like 3d coat ? 3d coat is a bit pricey …

  26. I have a error when saving the photoshop file it says "could not save …Documents/ZBrushData/ZP…" because file could not be found."

  27. OMG Please help, what should I do if I lost connection between photoshop and 3d coat and when i click save, the model in 3d coat doesnt change???

  28. Please help, i made a skin that took me hours, and i cant get it in the Zbrush, m scared i ruined it all…
    I lost my View on the AWP and i had to make a new one in Zbrush and it didnt turn out identical so when i dragged and dropped my skin i had to adjust alot but that isnt the problem. Zbrush wont give me the option to apply it to the model.

  29. Hey, so I don't own Zbrush but I want to get my hands on a P250 and Dualies template for my first skin.

    Could you upload a copy of a template and pm it to me?

  30. Hello Coridium, Im having a giant problem, because when i paint my texture in photoshop it looks cool, but once i load it in 3d coat its all messed up(( PLEASE PLEASE HELP!

  31. First of all this is a fantastic tutorial, and it has really helped me a lot, but i cant seem to find what is causing an issue that i am having. The skin looks fine on photoshop, but when i go back to 3d-coat, there is a random huge green spot covering almost half the skin, I would greatly appreciate it if you knew the cause of this, thanks!

  32. Hey guys anyone had a problem with 3d coat ? It won't running on my pc i don't know why… fx 8350, 8 GB ram, radeon 7850 HD. Latest drivers, directx, win7 please help 🙁

  33. helpp pls… my ak skin texture from photoshop doesnt sync to 3d coat propely. it just fails and the uv fails too.. ONLY AK!! discussion open to everyone)))

  34. please I have problem with 3dcoat everytime I make skin through it, backside is absolutely damaged and all settings are exact like yours, if you could help me I would be really grateful theres photo

  35. I'm having issues with padding. I have it on the same setting as you do yet when I project my texture, there is no padding and "cracks" appear on my design where the different places meet. When exporting the texture, there is no padding either. How can I fix this?

  36. I think it would be helpful for you if you add common questions asked in the comments and paste your answers into the video description. If they ask those specific questions on the comments as a result of not reading the descriptions, your can tell them to read the video description/info to save time.

  37. Coridium the uv map and csgo preset uv map dont line up. i put it in to workbench but it still didnt line up after offsets and weapon scale

  38. Whenever I save the Photoshop projection of the model, the model in 3d coat disappears rather than applying the skin. What could cause this to occur?

  39. Wait so since 3D Coat can't import effects, you can't like work on your photoshop design, then close photoshop, and then later reopen it and keep working since the psd file is temporary? that's a bummer….

  40. hey Coridium, how would I go about designing on places like the top side of the weapon, or the rear of the weapon? would I need to change the camera to that view, take it to photoshop, and when I'm done save over the file that contains the side view design?

  41. +Coridium Studios hey man, i have a problem. when i draw something on glock in photshop, and save it. in 3d coat is second side of glock little bit shiftted. can you help me man?

  42. You were saying about the FPS POV. Would you suggest more than the 1 side of the guns? Like the FPS POV as from the Stock looking down the site. and same as looking down the barrel to the person holdin the gun for the front side of the weapons?

  43. Hi,
    I noticed that using 3D Coat some details of the weapon (eg. on the stock) doesn't show up in the projection (10:30). However using ZBrush the details does show up (29:22). In the M4A4 | Asiimov design these parts of the weapon stock are painted in different colors. When designing M4A4 | Asiimov were you just using ZBrush to see these details of the weapon or did you do something else? Thanks in advance. 🙂

  44. If you save your PS file that contains the 3D coat's layers that are in PS and then save them from PS to your desktop, how do you project your PS files onto the 3D model in 3D coat, sorry if this question is hard to understand but i am not very good at explaining, if you want me to explain it in another way then please tell me and i will try a different way. Thank You

  45. Dude, I really appreciate this video. However I have some problems.

    In Photoshop the skin looks good, it matches the weapon but once I save it and gets imported to 3D COAT, there are places on the skin that don't look right.


    3D COAT:

    Plus once I get my VFT and try the skin on in game, it looks horrible:

    You can see that the rotation and the X-Y axis' are okay. What shall I do?

  46. Thanks a bunch for sharing your workflow. Helps a lot.
    I have a question though – Since this workflow works if the design is symmetric on both sides of the gun. What would you do for guns like AWP, where there is a spring in front of the tube ? Since the design is being projected from the side through the model, even the tube will receive the design from the spring. Plz chk this image for the part I'm referring to –

  47. I have one more query… Upon creating the design in Photoshop, I managed to get it back in 3dcoat correctly, but the design seems stretched weirdly at the outermost parts. Plz chk this image to see what I mean – .. This is happening because of creating the group mask in PShop and that we are painting right upto the edge of the UV, but not beyond. So, is there a way to fix this, or will it have to be manually done in the UV exported texture map ?

  48. I have an issue with zbrush. When I try to apply my design on an ak47 model it fucks up half of the skin. I tried applying it with double sided off and it worked just fine. Have you ever had that problem or do you maybe know how to fix it?

  49. So I find that making skins using this method is very good for geometric shapes (such as the asiimov), but when it comes to making things based on artwork, it doesn't really come through well (especially on weapons with flat z-axis segments like the top of the glock, etc). How can I effectively wrap the texture around the faces so that it is both unique per side (so no projections) whilst the top conforms with the rest of the art? Thanks

  50. Hey Coridium,
    I'm having problems with my models in 3DCoat. My m4a1-s had a missing part on the gun so i exported a new model in Zbrush and then tried re-importing it into 3DCoat. The missing part is there now but now the model is messed up and looks waxy.
    Do you know of any ways to fix this?

  51. Hello please help me! After I finish my drawing in Photoshop, I save the file and go back to ZBrush(4R7), but there are three options 1) OK(unchanged) 2) Re-check 3)Return to external editor, what am I supposed to do now?
     please help

  52. I have a problem, please help me, so when I create new texture in ZBrush(4R7), it doesn't apply to the m4a4 in ZBrush. I tried again and again it doesn't work, also when I re-enter ZBRush, I don't see those options like you do, there are only Accept all edits, accept all layer edits and stuff like that
    Please help me I rlly want to make skins like you

  53. Hi in the video at around 18:00 you are talking about projection errors on the gun "sides". I found a solution for that, and it works 100% fine for me. At the beginning in paint program I make a "mask" around the gun in photoshop as You, (I use Corel but that's the same…), but I EXTEND the mask (gun outline) just by 1 pixel. This is not causes problems in designing, (cause it is just 1 pixel more around the gun), so when I draw, my work is always bigger by one pixel than the 3D coat modell.. This is not a big deal cause 3D coat cuts the gun outline correctly. So with this "1 pixel mask extend" I have never projection issues on the 3D modell… This is may not a professional way… but I hope I helpe with this for some people… :))

  54. I like these videos +1 Rep indeed! 1 Questio though that lingers for me to ask. Can you make a video Guide showing how the UV Map Layouts match up? Like this part of the UV Map for an AWP is the Scope. The rest of the scope are the following to match all the mapping easier? Like I see on an AWP UV Map a rectangle witch is the "Inner Rim of the Scope. Another Rectangle that's the Outer Edge of the Scope. A Circle that's part of the accessories around the scope." Can you do a video tutorial on that?

  55. Hello i have 1 simple question. it might me dumb but what did you do at 17:54–17:56. how did you erase all the gun details and leave only colors? thank you

  56. Hey, amazing video, thank you very much!
    But I have a question, If I want to design the TOP or BOTTOM of the gun, is it the same process?

Leave a Reply

Your email address will not be published. Required fields are marked *