Want to make creations as awesome as this one?

In this Guide I will show you how you can easily make a CSGO related render using Blender and only free assets.

Transcript

Hi,my name is DIN and in my free time I love to make 3D stuff with Blender. I´ve been doing renders since Spring2021 using Adobe Dimension. In Autumn2021 I stared using Blender, so I´m quite new to it myself and still have to learn a lot.I just wanted to share my workflow and tips and tricks with you.I know that there are other Guides about CSGO but I wanted to make my own and I believe the more information the better.As I am still a newbie there will for sure be some parts that can be done easier or things I am doing wrong.Enjoy.

In this Guide I will explain how to put textures and stickers on guns and build a small scene to showcase your new skin!

This Guide is somewhat beginner friendly.I will show you how to add things but to better understand what I am doing I'd highly recommend to watch some Blender Beginner videos first, I will also leave links to YouTube videos throughout this Guide to make it easier for you!You can also visit my website deathisnumb.de to see further websites and videos that help!

Needed

Needed

03

To get your CS:GO models and textures you can go to Karambit.org or 3d.cs.money. I will explain it more in the next pages.

Karambit.org/3D CS.money

02

The Blenderkit addon is a great addon that you can use to quickly apply textures and import models into your scene. You can download it here: https://www.blenderkit.com/get-blenderkit/

Blenderkit Addon

01

Of course you will need Blender. At the time of creating this Guide I am using version 3.0You can download blender here: https://www.blender.org/download/

Blender 3.0

What you need

06

Polyhaven is the best place to get HDRIs to light up your scene, they also have textures and some models. Check it out: https://polyhaven.com/

Polyhaven

05

Blendswap is a great website for Blender only stuff. Scenes or models, you can download the .blend file and see how they made it and copy and paste into your own projects. Check it out: https://www.blendswap.com/

Blendswap

04

CG Trader is one of the best places to get free models for your scene. Check it out here: https://www.cgtrader.com

CG Trader

What you need

07

Umod is a program that you can use to get textures.It works everytime and unlike Karambit.org or cs.money you get all the textures you need such as Normal Maps.

Umod

What you need

This addon doesn´t fully work with BLENDER 3.4

You can check out the details and the download link on my website: https://www.deathisnumb.de/guide

If you decide to get my addon you essentially can skip most of the guide and save a lot of time however I'd still recommend reading it at least once to get an understanding on how things work.I made a video on my addon and how to use it aswell.

Some users have problems with the addon - if you are one of them you need to: delete my addon > install "Blenderkit Addon" > reinstall my addon and it should work.

If you want to save a lot of time setting up the stickers, StatTrak and 3D models of the guns, knives and gloves you can download my blender addon.

CS : DIN

Karambit.org

Just download everything including the object File, texture file and the stickers.

Simply head over to Karambit.org and paste your Inspect Link on it. You should be greeted by this page:

Getting your textures and models

Press F12 on your keyboard and a sidepanel should open (Chrome) navigate to the network tab, you should see a search bar - type "jpg" into it and refresh the page, you can now just double click on the image and it will save.The same applies for the stickers/normal maps but you need to type "png".You can also get Agents this way, select the Agent you want in the 3d.cs.money viewer and do the same steps as for textures - just type "glb" instead of "jpg".

Head over to https://3d.cs.money/ look for the Skin you want

3d.cs.money

The cs.money method is a bit more time consuming but works when Karambit.org is down. (which happens quite often)

Getting your textures and models

PS: Big thanks to @gemsrigregory for showing me how to use it!Make sure to follow him on social media.

Extract everything into one folder!

Click on uMod_alpha_v2_r49.zip and it should download automatically

Head over to https://github.com/codemasher/texmod/releases and download the version R49

UMOD

This method always works and you get all the textures you need. No need to worry about VAC related stuff, its 100% safe to use.

Getting your textures and models

Now it should be in uMod

Usually you will find it here: (where your steam folder is) \steamapps\common\Counter-Strike Global Offensive

Now you need to add CSGO to the program.Find where you have installed CS:GO and select the csgo.exe and press add

UMOD

Now open up the uMod.exe

Getting your textures and models

Make sure it looks like this :)

-Click on "capture textures" if its not already open.-Check the "use size filter" box and type in 1024 in Width and Height.-Now you can choose the file format the textures will have, I usually do JPG / PNG and TGA. Just check all 3 of them.-Important: Set up a save directory, make a new folder on your disk.(make sure you have enough space on it) -After you set everything up go to Main > Save Template As and save it to your desktop, or any location you will find fast.

This is where I don´t know if I´m doing it right but it works for me :)

UMOD

Now you need to setup a template.

Getting your textures and models

Select the game and press OK. Now a small window shoul open, paste this line into it and press OK.-novid -english -insecure -disable_d3d9ex -allow_third_party_software

Once you have saved the template click on Main > Start game with command line

UMOD

Now you´re almost ready to get the textures.

Getting your textures and models

After you loaded the template go in-game and inspect any skin you want via an inspect link.The program will automatically save the textures to the folder we set up before. Check the folder to make sure the files have been downloaded correctly :)

Quickly add the template we made to the new tab (csgo) in uMod

UMOD

Now the game should open.

Getting your Textures and Models

Big ShoutOut to @gemsrigregory (twitter) for showing me how to use this program. Follow him, he has some cool content!!

Im still a noob with using this program but if you have any further questions feel free to ask me:)

You can also get full quality textures 2024x2024 but in my case it only saves the FN version of the skin with no wear or specific pattern. Thats why I am using the 1024x1024 versions.I may just be to dumb to use uMod correctly idk lol

From my experience you always have to start uMod via the folder you extracted it in.

If the textures dont save you may have to restart your PC, after that everything should work fine.

UMOD

Some bugs and errors

Getting your Textures and Models

  • Leave everything as it is, we can change it in further steps if we need to.
  • Under the Sampling Menu select "Render" and click on the arrow infront of "Denoise" make sure to check it and change the "Denoiser" from OpenImageDenoise to "Optix" (If you have an Nvidia Graphics card), if not dont change it.
  • Head over to the little camera icon, click on it. You should see "Render Engine", change it from Eevee to Cycles. A menu should appear, if you have a graphics card change the Device to "GPU Compute"

When you first start up Blender make sure you install all the addons you want (including mine if you want :D ). You are greeted by a cute lil cube, press A and delete everything with your DEL key or X key.To start out we will now set up the render settings:

Opening Blender - Settings

  • You can also choose a File Format, I recommend leaving it as a .png file.
  • Under the Output settings change the "Color Depth" from 8 to 16.
  • Here you can choose your resolution. For this guide we will leave it as it is - but change the % from 100 to 200 so we have a 4K image.

Now head over to the little Printer Icon right under the Camera Icon

Opening Blender - Settings

  • Click on file in the left upper corner > import > wavefront(obj)

Importing your downloaded gun is very easy.

Importing Models

  • Click on the Model and head over to the "Shading" tab thats located at the very top of your screen.
  • Press SHIFT + A, click on search and type "Image Texture" hit enter and place it into the editor.
  • Click on open and open up the texture we downloaded at the start.
  • Connect the Color output of the Image Texture to the Color output of the Shader. Basically yellow to yellow.
  • Then connect the Alpha output to the Alpha output of the Shader.
  • Thats it! You can now fine tune the settings like "metallic" and "roughness" to your liking
  • Also turn down the "specular" to make the skin less plastic looking.

Putting the texture on a skin is very simple.

Put Texture on Skin

UPSCALER

  • As you probably noticed, some textures are very low resolution. To fix that we can use an AI Image Upscaler.
  • By far the best and easiest to use Upscaler is "upscale.media"

Put Texture on Skin - Extra upscale

The changes are subtle but noticible, especially if you are doing close up shots.

  • Some skins for example the AWP Prince come with a normal map. Basically meaning extra detail.
  • Sadly Karambit.org doesn´t provide it for download. If you want to put extra detail on your skin you will need to get the normal_map.png from cs.money or uMod.
  • Applying it is very simple: Just open up an Image Texture node and set it to "Non-Color". Add a "Normal Map" Node and connect it to the "Normal" of the Principled Shader. Plug the Color output of the Image Texture into the "Normal Map" Node.

Using Normal Maps

Put Texture on Skin - Normal maps

Node Setup is on the next page

Some skins don't come with a normal map, but will still improve if you use one, if you'd like to make a normal map yourself it's very easy.First head to https://cpetry.github.io/NormalMap-Online/, then insert your textureThen press "Download" and you're done!Notes:Upscaled textures work far better and I'd reccomend to upscale all textures you plan on making a normal map fromAdjusting the settings above is useful, as you have alot more control in the website then you have inside blender

Making normal maps yourself - Extra

Normal map node setup

can change to "linear" if you want

Doppler and Marble Fade

Put Texture on Skin - Extra

with "Bright Contrast"

with "Bright Contrast"

  • Doppler and Marble fade knives can look a bit dull
    • To slightly change that simply add a "Bright Contrast" Node inbetween the "Color Outpout" and change the values to your liking. You can also set the Image Texture to "Linear" for a more colorful effect.
  • The differnce isn´t that big but I´m still figuring out what works the best. Will Update once I find a better way

Node Setup is on the next page

Doppler and Marble Fade

Put Texture on Skin - Extra

  • Click on the outer "shell" of the StatTrak counter and open up an Image Texture - the same way you put a texture on.
  • Use a Math Node set to "Greather Than" and place inbetween the Alpha lines. Decrease the value to -0.100

Every model you download comes with a StatTrak counter by default, you can find the textures for it on 3d.cs.money

StatTrak 1/2

Put Texture on Skin - StatTrak

The same method can be used for knives/without the emission ofc :)

to change numbers 0 - 9

Switch between the slots here

0.100 for the right size

  • Now click on the white part where the numbers go.
  • Add an Image Texture with the StatTrak numbers. Connect as shown.
  • Now add a Mapping Node and a Texture Coordinate. Connect as shown.
  • You can also add Emission to light up the numbers a bit. Use a Gamma- Emission and Mix Shader Node. As you can see in the image
  • Decrease the Scale (X) down to 0.100
  • Then you can move the Location via the X to change bewtween the numbers.
  • You can just copy the entire Node setup and paste them to the other slots, you can see the slots at the top of the shader editor.

StatTrak 2

Put Texture on Skin - StatTrak

Important to make non-color

How it should look like >

  • Open another Image Texture and select the "normal map.png" you downloaded for this sticker.
  • Add a "Normal Map" node and plug into the normal of the Shader.
  • Plug the "Normal Map" node into the Image Texture via the Color Output, set the Image Texture node to Non-Color.
  • I recommend leaving the value of the normal map at 1.000-1.500.
  • Thats it! You can now fine tune the settings like "metallic" and "roughness" to your liking.

Foil Sticker are exactly the same as Paper ones but with one more detail.

Stickers - Foil

Clip

How it should look like >

  • Same with the Gun Texture bring in an Image Texture and select the sticker png. Connect Color to Color and Alpha to Alpha.
  • Next click on Material Properties (small circle icon on the right) and scroll down until you see "Viewport Display" under settings change the Blend Mode from Opaque to Alpha Clip and change the Clip Treshhold to 0.1.
  • If you are using the Cycles Render Engine you should add a Math Node and set it to "Greater Than" with a value of 0.1. Place it inbetween the Alpha line.
  • Thats it! You can now fine tune the settings like "metallic", "specular" and"roughness" to your liking.

Stickers can be a nightmare - but dont worry.

Stickers - Paper

Note that not every Gold sticker needs a ColorRamp, for example the RMR and Stockholm Golds are Gold by default and don´t need a ColorRamp node.

  • As for Gold Stickers repeat every step of the normal foil Stickers.
  • Add a ColorRamp Node inbetween the basic sticker and Principled Shader.
  • Change the colors from white to gold and add and extra color via the + symbol, also make this into gold (a different shade of gold) change it to you liking.

Foil Sticker are exactly the same as Paper ones but with one more detail.

Stickers - Foil (Gold)

holowarp

holomask

Change to get a nice holo effect

Change the values of the Math Node that says "Add" and the "Layer Weight" to get the holo look you want.

  • Repeat all the steps for the Paper Sticker.
  • Dublicate the Principled BSDF Shader (SHITF + D) and place it under the current one. Get a Mix Shader node and connect both Shaders into it.
  • Add a Image Texture Node and plug the Color into the Color of the Principled Shader we just copied.
  • Add a Math Node and set it to "Multiply" connect it to the "Vector" of the Image Texture.
  • Add another Image Texture and plug the color output to the lower "Value" of the Math Node - set this to "Non Color".
  • Add a Math node and connect it to the other "Value" of the Multiply one.
  • Finally add a Layer Weight Node and connect it to the Math Node- Facing to the lower Value-
  • The first Image Texture always holds the "holowarp"
  • The second Image Texture always holds the "holomask"

Holo stickers are all different from each other - but have the same core.

Stickers - Holo old version

Change this to facing to get an more accurate result.

Note: If you dont want to manually set this up every time this texture is available for download in my .blend file OR in my addon "CS : DIN"

Change to get a nice holo effectthe mapping one work s better doe

sticker

holowarp

holomask

Change to get a nice holo effect

  • I wont explain how to set it all up because its rather "complex" and I imagine nobody wants to read a book.
  • So just take a look at it and learn :)

Stickers - Holo node setup

We will now talk about the scene and how to set it all up

Now you should have a Gun with textures and stickers!

We will be creating this scene

Creating a scene

The orange square is your camera view, everything that is inside it will be visisble in the final render

  • Shift + A > Camera
  • Press 0 and you should see through your camera.
  • Press N and go to View > View Lock > check "Camera to view" - now you can easily move your camera with your mouse. position the camera how you want it.

Then we will add a camera

  • Place the Gun on the table to your liking.

Then we will add a ground plane

  • Shift + A > mesh > plane
  • Put the table on top of the plane, preferably in the middle of the plane.
  • You can add a texture if you want, but we dont see the plane in the final render so its pointless.

Then we will add the Gun

First we will add a Table, I got this one from CGTrader.com

Creating a scene

  • Click the part that is supposed to be glass and head over to the Materials Properties(red ball on the right). Click on surface and change it to "Glass BSDF" it should apply automatically. Where it says Beckmann change it to Sharp.

I will add a window and place it behind the table and the gun

  • You can just download a window online if you dont want the addon.
  • Place it behind the gun and check if the window is in frame with the Camera
  • Add a basic white material to the frame.
  • If your windows dont come with glass by default you can change it!

Now I will make use of an Free addon called Archimesh

Creating a scene

  • Build walls using Planes to close the room
  • I think its self explanatory.
  • You can add a materials to the walls if you wish, or just leave them white as I did.

Now we will build walls

Creating a scene

This is the light point

  • Press Shift + A > Light > Point (you can use any light you want)
  • Place the light inside of the room and position it how you want.
  • You can change the brightness on the right side under "Object Data Properties", if you dont see that make sure to click on the light first.

Now we will add a light

Creating a scene

  • Go on Polyhaven.com and choose a HDRI that you like, simply download it.
  • Insinde blender head over to the Shading Tab and on the left you should see a small box saying "Object" click on it and choose "World"
  • Make sure you have "Use Nodes" checked and add an "Environment Texture"
  • Open the HDRI you downloaded and plug the Color Output into the Color Output of the "Background Node"
  • When you go in rendered view you should see the HDRI through the window.

Now we will add an HDRI

Creating a scene

  • Before rendering make sure everything is as you want it to be.
  • Depending on the scale of your scene you can increase or decrease your samples. You will find the samples on the little camera icon on the right under Sampling > Render > Max Samples
  • Since this is a very basic scene I will be using 200 Samples.
  • Double check all the settings / make sure "Denoising" is turned on.
  • In the top left corner you should see "Render", click on it and select "Render Image" ( you can also use F12).
  • Now your Image will render. Once the Render is finished you can simply save it and edit it in Photoshop or any other program.

If you are ready we can render the scene!

Creating a scene

  • As there are already a bunch of tutorials about this I will just leave some good videos about it.

After you are done rendering you can add details via the compositor!

Compositing

Your Render should be done!Now you can do whatever you want. There are endless possibilities.

Please also visit my website and check out my Guide Tab, there are some usefull websites, videos and .blend files linked there.Feel free to message me on steam if you need help.I will update and make changes to this Guide in the future.

Thanks!