

What I did was to create a normal shader, so diffsue, normal, specularity and glossyness. Here is some info on Wall Worm about specular maps. You can create specs, but thoe are a bit tricker to get into, as model and bsp shaders work differently.

For source you create the diffuse and noprmal maps. probably provide better info, but from what I gathered during these past 8 months. I used substance Designer during the creation of my map. If I eventually make my own models (or want to re-skin a Valve one), would I do it in SP? Using substances made in SD?Īlos, if there are any CS:GO specific guides with SD and SP I would love to know about them. If I wanted to make CS:GO textures, would I use SD to create substances which I then export as bitmap and convert to VTF? Do these tools work in such a way that SD is used to create "materials" (like brick wall textures and grassy textures), while SP is used to apply these materials to models (with some overlapping features between SD and SP)? As I am starting work on my second CS:GO map, this time I wanted to create some custom textures from scratch, and these programs seem like the new industry standard for texturing and skinning models.īefore I delve too deep into either, I just want to make sure I understand the basics.

Guys, I apologize for how basic these questions are, but I recently got the student license for Substance Designer and Painter.
