For a cleaner topology I would recommend just using the Un-Subdivide option of the decimate modifier since you used the subdivision modifier on the mesh. Also you could retopologize the high poly count mesh, that way you have more control of the final triangle count of the low poly mesh.
For people wanting to make a ragdoll with inorganic, mechanical movement and accurate collision --- create a separate collision hull object for each section. They can all be in one FBX, and you can turn off/on each object individually for each hull. Parent each hull to their respective bones. You can create constrains to attach the bones together and limit their movement.
This is definitely something I'll be looking forward to do in the future ! Sounds awesome. Though, when I tried to play with the parameters of the physic joints, I'm not sure it was working as expected, it always felt completely loose but maybe I did something wrong.
We will see if there's an opportunity ! This one is kind of an experiment as I've never done a video speaking in english like this (let alone for 30 mins straight ... lol), I hope it's fine. I'll see in the future if I have another topic that I find could be interesting for a video tutorial.
@@leplubodeslapin Don't worry, your english is totally fine. The tutorial is really good structured and shows every step in detail which makes it much clearer than other CS2 tutorials I watched. :)
For people wondering about precise scale - 1M in Blender = 1 Hammer unit, which for CS2 (it varies by game) is 1 inch in real life. BUT, when you export your model to FBX you must set the scale to 0.01, or you can scale it like that in Modeldoc on import I think. You could just work in centimeters instead, but many people are used to Source 1 export tools scaling automatically. Plus it's more convenient to not have to type "0.0X" for your values or to have to change your unit type. Working on such a large scale can cause issues with some things like baking normals with an extrusion.
Thanks for the explanation on that. I didn't want to bother too much about this since the tutorial was already very long, and since I knew I would have had to re-scale anyway in Blender (because there's an import scale parameters for meshes, but not for the armature so I had to take care of that earlier)
@@Nic0redaThat's what I said. I said if you want 1M to = 1 unit, scale by 0.01. People are used to modeling in meters from Source 1, and it's more convenient to just scale down at the end than typing "0.0X" for every dimension. Like you said, 1M = 100 units WITHOUT scaling.
This makes sense only on dynamic objects, I think. You'll notice that there are only a couple of shapes : capsule and box. This is very likely because these 2 shapes have been optimized to have a reduced cost, as using more complex shapes (like using the collision model or other sort of automatic solution) could have been way more costly. The issue to me is more that we don't have documentation for it, and the User Interface of ModelDoc isn't great to let users know what they could/should add to their props. I found out about the AO thing by scrolling at the list of components we can add, and it made sense to explain how stuff like playermodels or physic/animated objects cast an AO shadow in the official maps, that's what they must be using.
fantastic tutorial it just shows how much work goes into one single item in a game kinda mad if you think about it great job i want to see more source 2 hammer tool stuff
very useful info. i had no idea shrinking factor could do that ! just a small tip, make sure to reduce the "stiffness" factor in the pin group so the wrinkles are tighter and the shape looks better. also you dont need to set vertex mass to zero. just go down and turn down gravity in the "feild weights" section
Hey, thanks for the tips. I wasn't sure exactly where to increase the stiffness, i must have checked everywhere but here ^^' I'll try that next time thanks ! And yes you can disable gravity as well, it basically has the same effect, the mass thing was just quicker to show hehe :p
the mass thing is pretty important since making it too small makes the simulation shaky and unstable. it usually scales with polygon density. btw you get smaller wrinkles with more sub D levels which matches with plastic more@@leplubodeslapin
@@ali32bit42 ok i didn't know this limitation in the physic sim. For the amount of subdivision, I tried to find a balance that anyone could run on their PC but yes this has a strong effect indeed, and i'm not really happy with the result I get in this tutorial, I got better results with others. However, one thing that bothers me with the subdivisions is that, if I do it after my vertex group is done, the vertices that are pinned are transformed to more than just 1 edge loop, since each edge loop became several edge loop once subdivided. Do you know a trick about that? (i don't know if that's clear ^^' let me know if not!)
@@leplubodeslapin well firstly dont apply the subdivision in the first place. secondly the problem you described should not happen after you adjust stiffness for the pin group , however you can easily fix it by going to wight paint mode and choosing "levels" in the weights sub menu and setting an offset. i suggest you use a "multi resolution" modifier. not only does it provide better controls , it gives you much better quality normal map AND displacement maps without needing two meshes. and you get to keep the low poly base mesh that you started from.
@@ali32bit42 If you don't apply the subdivision modifier to assign single lines of vertices into the vertex group, then the pin group will select more vertices that you actually want (1 edge loop becomes 3 at subd lvl 1, becomes 7 at subd lvl 2, becomes 15 at subd lvl 3, becomes 31 at subd lvl 4 ...), because it's picking the vertices at the cloth sim level, which happens to be after the subdiv modifier. Changing the stiffness factor won't change that. I'll check the multi-resolution' modifier, i've never heard of it before (i'm not an expert in Blender as you might have noticed ^^' i'm actually not even an artist)
Great video, I'll try to learn as much as possible ❤ I hope you will continue to create maps for CS2, fy_pool is great and inflatable toys are amazing addition, good job 💪
Hey ! I followed this tutorial, it's working with CS2 as well : th-cam.com/video/uEW7l0V_42U/w-d-xo.html It's good I don't know the topic enough to do a tutorial about it I think
Thank you for sharing the modeling techniques for Source2. I had learned many things. I have a question: what is a recomendable number for triangles/vertices/polygons for a low poly model in CS2?
That's great to hear that you've been able to learn stuff here and there ! I'm not really sure yet and I don't think we have settled on a target (all of us, community of map creators, as this is the kind of things we are let to guess) On one hand Source 2 can handle a LOT more triangles than Source 1, thanks to its mesh soup tech where everything is just mixed together and the combination of VIS3 and GPU culling, it's very efficient. On the other hand, it's CS2 and people have to be careful because players expect the game to run at hundreds of FPS ! So it depends, if I can get a good result with less, I do it. But if I need 20k, 40k or 60k for a star prop, that is quite large and meaningful, I suppose it's fine. If it's more of a generic prop, i'd try to stay bellow 10k For the case of inflatables, since they're dynamic objects and can't really benefit from the Vis optimizations of Source 2, I was aiming at similar polycount as in S1 (between 3k~5k for props of this size/importance). But this is all just guessing, because you don't want to learn the hard way too late that you've been to heavy on polycount ^^' If anyone has better information on all of this, please share \o/
Hey my friend. I watched LEDs video about your work and he said that parallax isnt possible. It is. I highly recommend you watching the video "Making 3D Textures in CS2 Using 3 Layer Parallax Shader" by Eightbite.
Hey! Cool ok i'll watch it thanks ! LED meant that this is not a default shader for CS2 but yes I guess it's possible to do it somehow. I did not have a Heightmap for parallax though, heightmaps are useful for Blending materials : if both materials have a correct heightmap, you can get cool looking blending between the 2. So I considered blending the tiles with some dust or dirt materials but in the end I did not have that need as I wanted the map to remain clean and simple visually, so that was useless
There’s a chance you might not see this, but whenever I move a mesh or block with a texture, the texture changes. Is there a way to make the texture not change?
I am seeing this ^^ You want to tick these 2 buttons at the top : i.imgur.com/Au1vxcg.png Texture lock scale means that even if you stretch/scale your faces, the texture application will be stretches/scale with it. Texture lock component manipulation means that even if you move around your faces/vertices, the textures application will follow (what you're looking for)
Do I? Idk it's not on purpose, i'm not used to record a video in english it was a first for me, i'm likely putting the emphasis on the wrong places and such ^^
I always wondered how the hell did you make it inflalatable. I still don't understand since i only ever used blender to import and export but now i have a vague idea what the hell is going on, it was very helpful.
I'm a complete beginner in animation but I discovered when making this map how to make mesh with animated skeletons (a bounce animation for the diving board and an animation on toilet doors when a player attempts to open them but it's locked from the inside). So it's just the very basics, is that something that could be useful to you ?
Why not start doing mapping toturials ? like start with basics how to create materiels textures sounds or scripting entities and then go extrem as you go.
I wasn't planing on doing video tutorials previously, I've been requested to do this one as it felt like a cool topic to dive deep into. But I understand what you mean, when I was writing this script, it made me realize that this will have to go quickly over the basics like the ones you're mentioning, which is a shame as it's not beginner-friendly. But it's a complex type of model, that's just not the first type of props people will do usually (I think ?) There are tons of good tutorials for Blender, and really great ones from channels like the Eagle One Development Team for CS2. They don't focus yet on the creation of materials, sounds or models for now but they will in the future i'm sure. I wrote that tutorial on how to import a material and a model on source 2 (with Alyx back then but it's almost the same in CS2) : www.mapcore.org/topic/24209-tutorial-import-a-model-and-its-material/ I'm quite busy these days and creating this video tutorial took me a whole week-end (like for real working maybe 20 hours straight it took me by surprise ^^, I didn't expect it to be that time consuming ! Maybe in the future if there's still a need, but right now I'm too busy with other topics
For a cleaner topology I would recommend just using the Un-Subdivide option of the decimate modifier since you used the subdivision modifier on the mesh.
Also you could retopologize the high poly count mesh, that way you have more control of the final triangle count of the low poly mesh.
That's awesome thanks. I should definitely have used that, I didn't know about it, i wouldn't have had to make this dirty UV ! Thanks for sharing !!
For people wanting to make a ragdoll with inorganic, mechanical movement and accurate collision --- create a separate collision hull object for each section. They can all be in one FBX, and you can turn off/on each object individually for each hull. Parent each hull to their respective bones. You can create constrains to attach the bones together and limit their movement.
This is definitely something I'll be looking forward to do in the future ! Sounds awesome. Though, when I tried to play with the parameters of the physic joints, I'm not sure it was working as expected, it always felt completely loose but maybe I did something wrong.
I don´t understand Blender at all, but still watched the video as a oldschool CS fan! Looks dope! :)
The definition of loving a game, watching a half-hour tutorial you don't understand just to see more haha :p
Thank you for this comprehensive tutorial, I really appreciate it and hope we will see more CS2 tutorials from you in the near future.
We will see if there's an opportunity ! This one is kind of an experiment as I've never done a video speaking in english like this (let alone for 30 mins straight ... lol), I hope it's fine.
I'll see in the future if I have another topic that I find could be interesting for a video tutorial.
@@leplubodeslapin Don't worry, your english is totally fine. The tutorial is really good structured and shows every step in detail which makes it much clearer than other CS2 tutorials I watched. :)
Very useful tutorial. This help a lot for people like me, who are strugling with the transition from Source 1 to Source 2 😅
27:00 its take so much time
but look at it
so nice
Wow I could totally use this to start modeling stuff even out side of blender, I always wondered how stuff was baked into normals and AO.
I'm glad this can serve as an introduction to that! :p
C'est incroyable ce que l'on peut faire sur Hammer aujourd'hui
Gros travail de ta part pour une map iconique de CS, tu régales
For people wondering about precise scale - 1M in Blender = 1 Hammer unit, which for CS2 (it varies by game) is 1 inch in real life. BUT, when you export your model to FBX you must set the scale to 0.01, or you can scale it like that in Modeldoc on import I think.
You could just work in centimeters instead, but many people are used to Source 1 export tools scaling automatically. Plus it's more convenient to not have to type "0.0X" for your values or to have to change your unit type.
Working on such a large scale can cause issues with some things like baking normals with an extrusion.
you sure ? default exported fbx 1m = 100 hammer units for me
Thanks for the explanation on that. I didn't want to bother too much about this since the tutorial was already very long, and since I knew I would have had to re-scale anyway in Blender (because there's an import scale parameters for meshes, but not for the armature so I had to take care of that earlier)
@@Nic0redaThat's what I said. I said if you want 1M to = 1 unit, scale by 0.01. People are used to modeling in meters from Source 1, and it's more convenient to just scale down at the end than typing "0.0X" for every dimension. Like you said, 1M = 100 units WITHOUT scaling.
@@TheyBroughtBackStupidHandles my bad I missread, I apologies ^^
@valvesoftware hire this guy
hehe I wish :p
This showed me that I need to ad an AO thing to the models I import. Absolute geniuses at valve not making things happen automatically.
This makes sense only on dynamic objects, I think.
You'll notice that there are only a couple of shapes : capsule and box.
This is very likely because these 2 shapes have been optimized to have a reduced cost, as using more complex shapes (like using the collision model or other sort of automatic solution) could have been way more costly.
The issue to me is more that we don't have documentation for it, and the User Interface of ModelDoc isn't great to let users know what they could/should add to their props.
I found out about the AO thing by scrolling at the list of components we can add, and it made sense to explain how stuff like playermodels or physic/animated objects cast an AO shadow in the official maps, that's what they must be using.
There's lots of things that I would expect to be automated but they are not. I learned a ton from this video though it's great!@@leplubodeslapin
fantastic tutorial
it just shows how much work goes into one single item in a game kinda mad if you think about it
great job i want to see more source 2 hammer tool stuff
Great video, really insightful
very useful info. i had no idea shrinking factor could do that ! just a small tip, make sure to reduce the "stiffness" factor in the pin group so the wrinkles are tighter and the shape looks better. also you dont need to set vertex mass to zero. just go down and turn down gravity in the "feild weights" section
Hey, thanks for the tips. I wasn't sure exactly where to increase the stiffness, i must have checked everywhere but here ^^' I'll try that next time thanks !
And yes you can disable gravity as well, it basically has the same effect, the mass thing was just quicker to show hehe :p
the mass thing is pretty important since making it too small makes the simulation shaky and unstable. it usually scales with polygon density. btw you get smaller wrinkles with more sub D levels which matches with plastic more@@leplubodeslapin
@@ali32bit42 ok i didn't know this limitation in the physic sim. For the amount of subdivision, I tried to find a balance that anyone could run on their PC but yes this has a strong effect indeed, and i'm not really happy with the result I get in this tutorial, I got better results with others.
However, one thing that bothers me with the subdivisions is that, if I do it after my vertex group is done, the vertices that are pinned are transformed to more than just 1 edge loop, since each edge loop became several edge loop once subdivided. Do you know a trick about that? (i don't know if that's clear ^^' let me know if not!)
@@leplubodeslapin well firstly dont apply the subdivision in the first place. secondly the problem you described should not happen after you adjust stiffness for the pin group , however you can easily fix it by going to wight paint mode and choosing "levels" in the weights sub menu and setting an offset. i suggest you use a "multi resolution" modifier. not only does it provide better controls , it gives you much better quality normal map AND displacement maps without needing two meshes. and you get to keep the low poly base mesh that you started from.
@@ali32bit42 If you don't apply the subdivision modifier to assign single lines of vertices into the vertex group, then the pin group will select more vertices that you actually want (1 edge loop becomes 3 at subd lvl 1, becomes 7 at subd lvl 2, becomes 15 at subd lvl 3, becomes 31 at subd lvl 4 ...), because it's picking the vertices at the cloth sim level, which happens to be after the subdiv modifier. Changing the stiffness factor won't change that.
I'll check the multi-resolution' modifier, i've never heard of it before (i'm not an expert in Blender as you might have noticed ^^' i'm actually not even an artist)
Very well explained! thanks for sharing this information for the community.
Im not even modding and i watched it all for some reason thanks
lol why haha, well i hope you enjoyed it still ! ^^
This is a very informative video, thanks for your work!
Great video, I'll try to learn as much as possible ❤ I hope you will continue to create maps for CS2, fy_pool is great and inflatable toys are amazing addition, good job 💪
Thank you ! I'll try to continue making another project yes but this will take time as i'm doing this on my free time :)
Great video and well explained ! Could you please make tutorial about how to add custom sounds to cs 2 ? thanks 🙂
Hey ! I followed this tutorial, it's working with CS2 as well : th-cam.com/video/uEW7l0V_42U/w-d-xo.html It's good
I don't know the topic enough to do a tutorial about it I think
You're LEGEND❤❤❤
interesting video thank you
Thanks! Very usefull!
Source 2 tools is much flexible and functional, BTW your work is great
Very nice tuto ! Thank you ! 👏
Awesome
Nice work ! 🎉
I'm sure furries will have a normal reaction to this
Thank you for sharing the modeling techniques for Source2. I had learned many things. I have a question: what is a recomendable number for triangles/vertices/polygons for a low poly model in CS2?
That's great to hear that you've been able to learn stuff here and there !
I'm not really sure yet and I don't think we have settled on a target (all of us, community of map creators, as this is the kind of things we are let to guess)
On one hand Source 2 can handle a LOT more triangles than Source 1, thanks to its mesh soup tech where everything is just mixed together and the combination of VIS3 and GPU culling, it's very efficient.
On the other hand, it's CS2 and people have to be careful because players expect the game to run at hundreds of FPS !
So it depends, if I can get a good result with less, I do it. But if I need 20k, 40k or 60k for a star prop, that is quite large and meaningful, I suppose it's fine.
If it's more of a generic prop, i'd try to stay bellow 10k
For the case of inflatables, since they're dynamic objects and can't really benefit from the Vis optimizations of Source 2, I was aiming at similar polycount as in S1 (between 3k~5k for props of this size/importance).
But this is all just guessing, because you don't want to learn the hard way too late that you've been to heavy on polycount ^^'
If anyone has better information on all of this, please share \o/
Hey my friend. I watched LEDs video about your work and he said that parallax isnt possible.
It is.
I highly recommend you watching the video "Making 3D Textures in CS2 Using 3 Layer Parallax Shader" by Eightbite.
Hey! Cool ok i'll watch it thanks !
LED meant that this is not a default shader for CS2 but yes I guess it's possible to do it somehow.
I did not have a Heightmap for parallax though, heightmaps are useful for Blending materials : if both materials have a correct heightmap, you can get cool looking blending between the 2.
So I considered blending the tiles with some dust or dirt materials but in the end I did not have that need as I wanted the map to remain clean and simple visually, so that was useless
There’s a chance you might not see this, but whenever I move a mesh or block with a texture, the texture changes. Is there a way to make the texture not change?
I am seeing this ^^ You want to tick these 2 buttons at the top : i.imgur.com/Au1vxcg.png
Texture lock scale means that even if you stretch/scale your faces, the texture application will be stretches/scale with it.
Texture lock component manipulation means that even if you move around your faces/vertices, the textures application will follow (what you're looking for)
Do you have the script archive for breakable props still available? The link is expired. Thanks
Link updated in the video description ! Thanks for letting me know
OHHH YES!!!!!!! AWESOME!!!
how you create custom sounds? 😭😭
I followed this guide : th-cam.com/video/uEW7l0V_42U/w-d-xo.htmlsi=peA9kuJmKx3-ZWJw
a lot things to do a simple flamingo xD
props take so much time but make so beautifull
GTA 6 like my message
why do you sound so nervous while making this?
Do I? Idk it's not on purpose, i'm not used to record a video in english it was a first for me, i'm likely putting the emphasis on the wrong places and such ^^
yeah it's fine, it's a good tutorial so it didn't bother me that much!@@leplubodeslapin
test comparación of you model in source 1 as css or csgo ? pls ;)
lol no i wouldn't be able to do it, making custom models with ragdolls on source 1 was a much more painful process
best tutorial ive seen yet for cs2
I always wondered how the hell did you make it inflalatable. I still don't understand since i only ever used blender to import and export but now i have a vague idea what the hell is going on, it was very helpful.
can you make a video on how to do more advanced animations for cs2
I'm a complete beginner in animation but I discovered when making this map how to make mesh with animated skeletons (a bounce animation for the diving board and an animation on toilet doors when a player attempts to open them but it's locked from the inside).
So it's just the very basics, is that something that could be useful to you ?
Why not start doing mapping toturials ? like start with basics how to create materiels textures sounds or scripting entities and then go extrem as you go.
I wasn't planing on doing video tutorials previously, I've been requested to do this one as it felt like a cool topic to dive deep into.
But I understand what you mean, when I was writing this script, it made me realize that this will have to go quickly over the basics like the ones you're mentioning, which is a shame as it's not beginner-friendly. But it's a complex type of model, that's just not the first type of props people will do usually (I think ?)
There are tons of good tutorials for Blender, and really great ones from channels like the Eagle One Development Team for CS2. They don't focus yet on the creation of materials, sounds or models for now but they will in the future i'm sure.
I wrote that tutorial on how to import a material and a model on source 2 (with Alyx back then but it's almost the same in CS2) : www.mapcore.org/topic/24209-tutorial-import-a-model-and-its-material/
I'm quite busy these days and creating this video tutorial took me a whole week-end (like for real working maybe 20 hours straight it took me by surprise ^^, I didn't expect it to be that time consuming !
Maybe in the future if there's still a need, but right now I'm too busy with other topics
Very nice! Would love to see a tutorial on how to make custom breakable glass!
Me too ^^' sorry I have no idea how to create one
Thanks, learned I/O basics from the sound event
lol that's weird but i'm glad you learned that :D