• Skin Workshop
    416 replies, posted
Thansk garry. Can we start making hoodie/sleeping bags skins? Because on steam, there is no filter for them yet.
Yeah there should be a filter for them?
I want to see skins for coats, so we can have some really useful camouflage coats in the game.
Thanks Garry, I'm currently learning Unity from a course at Udemy so I'm still a noob at the moment but i was wondering how do i put both the pants and shirt on the same character?
[QUOTE=garry;48355434]Yeah there should be a filter for them?[/QUOTE] I'm not sure since i'm new at this. But there are filters for the tshirt and the pants. [IMG]http://i.imgur.com/qNmIlf6.jpg[/IMG]
[QUOTE=garry;48355210]FYI the SDK is now on Steam and I made things a bit easier. [img]http://files.facepunch.com/garry/2015/August/02/2015-08-02_16-20-13.png[/img] [img]http://files.facepunch.com/garry/2015/August/02/2015-08-02_16-20-34.png[/img] [img]http://files.facepunch.com/garry/2015/August/02/2015-08-02_16-21-07.png[/img][/QUOTE] On the Github page at the [B]Best Practices[/B] section you wrote "Open the diffuse.tga file in photoshop, edit and save" but in the SDK folder the are no diffuse.tga files in any of the folders i think you meant the highpass.tga file.
Hey Garry and Co! Just made a shirt out of one of my drawings and (sort of) uploaded it. But the steam workshop tells me I need to accept some T&Cs, and it seems the last step is entering payment information, along with deciding upon a shared royalty percentage. Is that really necessary? I just want to contribute to the community...! [IMG]http://i.imgur.com/WPevJl8.png[/IMG]
[QUOTE=MilhoFrito;48355519]I'm not sure since i'm new at this. But there are filters for the tshirt and the pants. [IMG]http://i.imgur.com/qNmIlf6.jpg[/IMG][/QUOTE] Yeah they'll show up once there are more items upload I think
[QUOTE=GrymThor;48355785]On the Github page at the [B]Best Practices[/B] section you wrote "Open the diffuse.tga file in photoshop, edit and save" but in the SDK folder the are no diffuse.tga files in any of the folders i think you meant the highpass.tga file.[/QUOTE] That's weird, mine is called "diffuse", but it's not a .tga, it's a .png Are there already many different versions out? I just downloaded it a couple of minutes ago...
[QUOTE=GrymThor;48355785]On the Github page at the [B]Best Practices[/B] section you wrote "Open the diffuse.tga file in photoshop, edit and save" but in the SDK folder the are no diffuse.tga files in any of the folders i think you meant the highpass.tga file.[/QUOTE] They're all diffuse for me
[QUOTE=Ladicius;48355862]That's weird, mine is called "diffuse", but it's not a .tga, it's a .png Are there already many different versions out? I just downloaded it a couple of minutes ago...[/QUOTE] Yeah that is weird, doesn't seem to affect my work though. I only just got it before myself [editline]3rd August 2015[/editline] [QUOTE=garry;48355892]They're all diffuse for me[/QUOTE] OK no problem, everything still works, can you tell me how i can get the model to have more than one piece of clothing on? still a noob at unity at the moment, thanks. [B][EDIT][/B] never mind i figured out the pants thing :)
The TShirt is way more easy than the hoodie. (no masks, height map, etc needed) So this is my first hoodie skin. Hope you like it [IMG]http://i.imgur.com/3UzHYeG.jpg[/IMG] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=492800372[/url]
[QUOTE=Ladicius;48355839]Hey Garry and Co! Just made a shirt out of one of my drawings and (sort of) uploaded it. But the steam workshop tells me I need to accept some T&Cs, and it seems the last step is entering payment information, along with deciding upon a shared royalty percentage. Is that really necessary? I just want to contribute to the community...! [IMG]http://i.imgur.com/WPevJl8.png[/IMG][/QUOTE] You can enter my info, i'll let them pay me instead of you.
New versions of the camouflage hoodie [IMG]http://i.imgur.com/NxB9r8R.jpg[/IMG] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=492860870[/url] [IMG]http://i.imgur.com/DYXDiil.jpg[/IMG] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=492890778[/url]
Quick question, Garry maybe you can answer this, I know that we shouldn't use logos or images that we don't own the copyright to or anything like that. But is the Rust logo okay? Or any of those Rust related icons?
[QUOTE=RhymesW/doge;48357541]stuff[/QUOTE] Isn't there a rust t-shirt already?
[QUOTE=MrDwarf11;48359624]Isn't there a rust t-shirt already?[/QUOTE] I believe there are several Rust related items, I'm just wondering if we're able to use the Rust logo and whatnot in different ways.
[QUOTE=RhymesW/doge;48357541]Quick question, Garry maybe you can answer this, I know that we shouldn't use logos or images that we don't own the copyright to or anything like that. But is the Rust logo okay? Or any of those Rust related icons?[/QUOTE] Yep - any facepunch studios created content is fine by us
Hey Garry, is it possible to import the files into the game so you can actually see what the clothing looks like in-game? Like put the texture files in the game so it changes client side?
[QUOTE=Vlku272;48361606]Hey Garry, is it possible to import the files into the game so you can actually see what the clothing looks like in-game? Like put the texture files in the game so it changes client side?[/QUOTE] No - not at the moment. I'll look at adding support for that stuff though.
Hey, this time something different. Hope you like it ;) [IMG]http://i.imgur.com/jTpGxvA.jpg[/IMG] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=493095767[/url] [IMG]http://i.imgur.com/jn6FsOA.jpg[/IMG] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=493096110[/url] [IMG]http://i.imgur.com/w7YtxpM.jpg[/IMG] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=493094390[/url] [IMG]http://i.imgur.com/bO1r6sU.jpg[/IMG] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=493095373[/url]
So I'm really new to making workshop content but I've made a few things for Rust, I just have a few questions about uploading. In the meta file window, for the icon, is there a way to update the icon with the re-textured model in Unity? Or should I just screenshot what I have, and crop it in Photoshop? Also for skin material it just says 'material' because that was the default name and I'm wondering if I should select the one that I'm using, or the original gray one. I think I have everything else sorted out, but like I said, I'm really new to this.
Hi, I just wanted to get a confirmation about custom normal maps etc: In the tutorial ([url]https://github.com/Facepunch/rust-sdk/wiki/Workshop-Skins[/url]) it says "If you know your way around Unity and know what you're doing, feel free to add new normal maps etc." Does this mean we can use all the channels and layers provided (obviously as long as it preserves the general idea of the item - although I must say, I find [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=492828767&searchtext=tassles"]Shadowfrax' tassles[/URL] highly comical and I would love to see those in game) So I made things like a [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=493106495"]"Brainy Beanie"[/URL] [T]http://images.akamai.steamusercontent.com/ugc/634231763168643335/8B11B2DDD6C7E2EEC9B6DBFA9DFB0FA129A7BA8F/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside[/T] and [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=493133370"]pants that became shorts (against their will)[/URL] [T]http://images.akamai.steamusercontent.com/ugc/634231763168881031/BF0B412B6F432ABE215562AEDC7DBF1E8D93DCB3/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside[/T] ...is this all within the intended limits? Or would the pants be a problem, for example? (the mannequin only has feet, no legs. Is that representative of the in-game model?) [editline]3rd August 2015[/editline] [QUOTE=RhymesW/doge;48363114]So I'm really new to making workshop content but I've made a few things for Rust, I just have a few questions about uploading. In the meta file window, for the icon, is there a way to update the icon with the re-textured model in Unity? Or should I just screenshot what I have, and crop it in Photoshop? Also for skin material it just says 'material' because that was the default name and I'm wondering if I should select the one that I'm using, or the original gray one. I think I have everything else sorted out, but like I said, I'm really new to this.[/QUOTE] I don't know if they added an automatic icon generator, but I doubt it. (after all, you should decide what pose and setting to use :) ) You can name your material what ever you like, or you can just overwrite the standard one (especially if you used the "create -> workshop item" method). You apply your custom assets to the meta file by dragging them into the slots (material, icon), just as you use custom maps in the material editor. [editline]3rd August 2015[/editline] what the hell? why is it putting my reply automatically inside my previous post? it's completely unrelated!
Made from 100% cotton. Allergic free. [URL=http://steamcommunity.com/sharedfiles/filedetails/?id=493404172]Bloody Caterpillar[/URL] [IMG]http://i.imgur.com/fhEdzNg.jpg[/IMG]
[QUOTE=Ladicius;48363164]Hi, I just wanted to get a confirmation about custom normal maps etc: In the tutorial ([url]https://github.com/Facepunch/rust-sdk/wiki/Workshop-Skins[/url]) it says "If you know your way around Unity and know what you're doing, feel free to add new normal maps etc." Does this mean we can use all the channels and layers provided (obviously as long as it preserves the general idea of the item - although I must say, I find [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=492828767&searchtext=tassles"]Shadowfrax' tassles[/URL] highly comical and I would love to see those in game) So I made things like a [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=493106495"]"Brainy Beanie"[/URL] [T]http://images.akamai.steamusercontent.com/ugc/634231763168643335/8B11B2DDD6C7E2EEC9B6DBFA9DFB0FA129A7BA8F/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside[/T] and [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=493133370"]pants that became shorts (against their will)[/URL] [T]http://images.akamai.steamusercontent.com/ugc/634231763168881031/BF0B412B6F432ABE215562AEDC7DBF1E8D93DCB3/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside[/T] ...is this all within the intended limits? Or would the pants be a problem, for example? (the mannequin only has feet, no legs. Is that representative of the in-game model?) [editline]3rd August 2015[/editline] I don't know if they added an automatic icon generator, but I doubt it. (after all, you should decide what pose and setting to use :) ) You can name your material what ever you like, or you can just overwrite the standard one (especially if you used the "create -> workshop item" method). You apply your custom assets to the meta file by dragging them into the slots (material, icon), just as you use custom maps in the material editor. [editline]3rd August 2015[/editline] what the hell? why is it putting my reply automatically inside my previous post? it's completely unrelated![/QUOTE] Normal maps = yes please The alpha might cause problems, as you've discovered it makes the legs disappear. With things like shorts in game we have to kind of hack it, and include a part of the legs in the model. It might be possible to just enable the legs to be on with it though - if they don't clip through. I like the idea though so it's something we should try to support.
Hey Garry, I have a couple of questions. Do you have any preference for file type in regards to the diffuse, normal, etc. maps, because in the original SDK they were PNG but now some are TGA? Should the workshop items have a maximum file size in terms of MB? For instance I accidentally made a 32MB hat due to uncompressed/maximum sized map files. And finally, are you guys looking for things that are similar to clothing already in the game (e.g little to no normal map editing, camo patterns on the shirts/pants/whatever) or things that are like, new types of clothing that could have different properties in game (sweaters, visors, track pants) or either ?
Hello, I would like to know if we could make a skin that count as a tshirt + pant like for example a dress/robe ? Do we have to wait garry work on it on the SDK or won't ever it be possible ?
[QUOTE=Siscka;48374475]Hello, I would like to know if we could make a skin that count as a tshirt + pant like for example a dress/robe ? Do we have to wait garry work on it on the SDK or won't ever it be possible ?[/QUOTE] I have seen a lot of "combos", where people just craft matching top + bottom. Of course, right now there is no such thing in place, and frankly I doubt that there will be an "overalls" kind of clothing (just think they'd basically have to set up a whole new rigging system) - and of course those changes would have to be made in the game, not only the SDK. What is it you want to craft? Maybe a top + bottom combo would (kind of) work? I mean, even the hazmat suit consists of leaky, unsafe separate parts ;)
I wanted to make a butcher apron.
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=493301518"]MLG Tshirt[/URL] [img]http://i.imgur.com/88TmUwu.png[/img]
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