3D models are unwrapped to form a UV sheet. The UV sheet will determine which areas of the texture file are visible when applied to the model.
Below is the UV sheet for the AWP. If we were to overlay our pattern, the only areas which would be visible would be the areas within the green border. The black space in between would be ignored.
In this tutorial we will be creating a basic digital camouflage pattern using Photoshop filters. This guide has been created to get inexperienced users started. There are many different methods and techniques when it comes to creating weapon finishes.
Open up Photoshop and create a new 2048 by 2048 pixel image. The size of your texture must always be a power of two with a maximum of 2048.
Set your primary and secondary color pallets to a solid white and black. Once you've set your colors click on Filter > Render > Clouds.
You should then have something which looks similar to what I have below. If one color is dominating the other you can re-render your clouds by clicking on the menu option again.
We're then going to add a High Pass filter. To do this go to Filter > Other > Highpass
. Set the radius to around 250 pixels
Next we're going to do Filter > Brush Strokes > Spatter
. Set the spray radius to around the 15 mark and the smoothness to 7. In Photoshop CS6 this option can be found in Filter > Filter Gallery
We will need to make our image look less like clouds. To do this select Image > Adjustments > Threshold
. Adjust the slider until you have something which looks like the following:
The next step is to pixelate it. Select Filter > Pixelate > Mosiac.
Set the cell size to around 25.
At this point it might looks slightly blurry around the edges. This can be resolved by selecting Image > Adjustments > Threshold
once more. Adjust the slider until you have something which looks like this:
We then want to remove the white areas of the image. Go to Select > Color Range
and sample the white background. Once you click ok
the only areas that will be selected will be the white parts. Click Delete
on your keyboard to remove them.
We can then use blending options or the bucket tool to fill in our colors. Because we want to adjust the colors using the workbench you'll only want to use primary colors such as bright Reds, Greens and Blues.[upload.wikimedia.org]
Your image will store the properties of these colors on their own channel which CS:GO will read when it's imported. It's a good idea to create a new layer for every color you add so it's easier to adjust later if need be.
You can also play around by duplicating layers to create more variance in your pattern. Additionally you can add an Alpha channel[help.adobe.com]
if you'd like areas of your design to have some form of transparency.
You'll eventually wind up with something which looks similar to this.
At this point you can resize your texture if you need to. To do this select Image > Image Size
. You want your texture to be the lowest power of two possible without sacrificing quality. You might need to play around with this to see what looks best for your design. You can learn more about texture scaling on the CS:GO workshop FAQ[blog.counter-strike.net]
All that is left to do now is save the image. Navigate to File > Save As
and save it as a Targa File (.TGA).
Ensure you have 24 bits/pixel
selected before clicking ok
. If you're using an alpha channel you should select 32 bits/pixel.