Counter-Strike 2

Counter-Strike 2

DECIMATOR 2000 COLLECTION
Shallex Mar 10, 2016 @ 11:17pm
Did you take the default UV texture and use that for these skins?
ok
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Юнøсть 😈 Mar 12, 2016 @ 12:13am 
♥♥♥♥♥
Юнøсть 😈 Mar 12, 2016 @ 12:13am 
Piece of shet
Shallex Mar 12, 2016 @ 1:16am 
Originally posted by Агния Эдуардовна:
Piece of shet
Why are you mad?
Coridium  [developer] Mar 13, 2016 @ 7:58am 
Hi thanks for the question. I never used the UV texture for this, I just posted a big reply in the main comments thread that explains better but here is a short version.

"Some people mentioned similarities to the UV’s, Back in the 80’s rendering 3D models in fully shaded polygons was difficult, so most computer graphics was rendered in wireframe. However my goal was never to use the actual gun mesh wireframe/UV’s, as the 3d models of the weapons have a neat/structured layout (this gives nice smooth rendering ingame) but was not the style I wanted. Believe it or not but creating the lines was a lot more work than I expected. I firstly tried to do sort of automatic optimisation of the ingame model but this ended up creating big polygons (triangles) for the flat areas and tiny little polygons for the detailed areas. As expected, this looked really bad ingame as the big polygons looked boring and became “Wavey” over curved surfaces and the small polygons basically became a solid mass (All the lines joined together) So after many failed tests, I basically created a new 3d model by hand for each part (mag, handle, stock, silencer, etc) then projected these lines onto the texture. Getting these to look “right” and good ingame took a lot of testing, in the end each part (mag, silencer, etc) took about ½ a day each to get the base lines correct, this does not include time for any effects like line thickness variation, colour, glow, shading etc. Hope that helps explain the idea.

Couple of quick examples from 80's...
https://i.ytimg.com/vi/5jUImuByIgA/maxresdefault.jpg
http://mycolorscreen.com/wp-content/uploads/wallpapers_2012/205350/bladerunner3_fullres.jpeg
http://typesetinthefuture.com/postfiles/alien/0_21_38_full.jpg
http://i.huffpost.com/gen/2818584/images/o-WAR-GAMES-facebook.jpg
Shallex Mar 13, 2016 @ 8:08am 
Originally posted by Coridium:
Hi thanks for the question. I never used the UV texture for this, I just posted a big reply in the main comments thread that explains better but here is a short version.

"Some people mentioned similarities to the UV’s, Back in the 80’s rendering 3D models in fully shaded polygons was difficult, so most computer graphics was rendered in wireframe. However my goal was never to use the actual gun mesh wireframe/UV’s, as the 3d models of the weapons have a neat/structured layout (this gives nice smooth rendering ingame) but was not the style I wanted. Believe it or not but creating the lines was a lot more work than I expected. I firstly tried to do sort of automatic optimisation of the ingame model but this ended up creating big polygons (triangles) for the flat areas and tiny little polygons for the detailed areas. As expected, this looked really bad ingame as the big polygons looked boring and became “Wavey” over curved surfaces and the small polygons basically became a solid mass (All the lines joined together) So after many failed tests, I basically created a new 3d model by hand for each part (mag, handle, stock, silencer, etc) then projected these lines onto the texture. Getting these to look “right” and good ingame took a lot of testing, in the end each part (mag, silencer, etc) took about ½ a day each to get the base lines correct, this does not include time for any effects like line thickness variation, colour, glow, shading etc. Hope that helps explain the idea.

Couple of quick examples from 80's...
https://i.ytimg.com/vi/5jUImuByIgA/maxresdefault.jpg
http://mycolorscreen.com/wp-content/uploads/wallpapers_2012/205350/bladerunner3_fullres.jpeg
http://typesetinthefuture.com/postfiles/alien/0_21_38_full.jpg
http://i.huffpost.com/gen/2818584/images/o-WAR-GAMES-facebook.jpg
Ah, I believe I understand, except I'm slightly confused as to what you meant when you explain editing/changing the in-game model. I know what the terms mean as I am a modeller myself, but I am confused as to what you were trying to accomplish, if you will.

The reason why I asked if you used the UVs was because I've tried to make an M4A1-S skin before, and I've just slapped the UV over the actual gun just to see what it'd look like, and to me, it looks almost exactly like the carrying handle on your M4 skin.

Anyhow, thank you for taking your time to respond.
Last edited by Shallex; Mar 13, 2016 @ 8:08am
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