Unturned

Unturned

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Workshop: Skins
By Nelson Sexton
This guide explains how to create skins for Unturned.
   
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Intro
Skins in Unturned are special materials which can be applied to in-game items that are stored in an inventory tied to your steam account. Many of these can be traded to other players and sold on the community market. Any skin can be added to this inventory, but first it has to be accepted through voting in the curated workshop. Accepted skins will be credited to their creator, and if sold they will receive a percentage of the revenue.
General
Any item in Unturned can have a skin created for it, however not all of the items have been unwrapped yet. The unwrapped meshes can be found in the Unturned/Bundles/Sources/Skins folder and imported into Unity.

Once in Unity you can alter the default item material to your liking, preferably adding custom albedo, metallic or emission textures.

When uploading skins to the workshop please provide the source files used in Unity alongside your bundle and data files. This allows me to add any extra needed assets if you prepared the minimum visuals needed for the item, or fix small issues.

Before the skins you upload to the curated workshop appear you will need to provide your payment information so that Valve can give you your revenue share, and agree to a revenue split (between you and any team members) in your workshop configuration.

Promotional skins can be sold directly, distributed with product codes or given to owners of a specific game, this is up to you.
Generic
There are some systems to create generic patterns that can be applied to any item. Skins with an interesting pattern will be added to the uncommon drops list and boring patterns will be part of the common drops list. If it's a really awesome pattern it may be considered for one of the lower tiers in a mystery box.
Specific
Skins designed for specific items will go in mystery boxes. Generally their tier is based on how awesome they look and how well they make use of the geometry of the item.

You can create secondary skins to match the theme of your skin which will automatically be applied as well. For example this allows scopes or magazines to match the color palette/style of your skin. If one of these is not present for the attachment you can provide a tertiary skin that will be fallen back to.
Rules
To help keep the game's art style consistent there do have to be some rules regarding skins seeing as these will be directly integrated into the game:
  1. Flat forest/snow/desert/urban camouflage is reserved for in-game items like the ghillie suit. You are, however, allowed to incorporate patterned camouflage into your skins.
  2. Generic patterns must tile nicely in case tiling/offset/rotation is added to those in the future.
  3. Specific skins for sniper rifles should have, at a minimum, secondary skins for the various scopes.
  4. Avoid altering iron sights in a way that changes gameplay, such as by adding glowing dots to sights that don't have them on the base skin.
  5. Textures should be kept to a reasonable resolution, ideally 2048x2048 scaled down to 1024x1024 for large items and 1024x1024 scaled down to 512x512 for small items.
  6. Dark colors should not go below (30, 30, 30). Anything much darker than that looks bad.
  7. Only use trademarks/copyright/etc that belong to you.
More rules may be added in the future.
94 Comments
Stimky 27 Jul, 2021 @ 2:18pm 
@Fulu Oh no! Try to verify your game files. It will download any missing components (if there are any).

- Right-click the Unturned game in your steam library
- Click 'Local Files'
- Click 'Verify Integrity of game files'

It should then take a few minutes while it goes through a checklist to see if everything is there.
If that doesn't solve your problem, you should try uninstalling and reinstalling your Unturned Game(make sure to save important files such as your single-player worlds saves to a different location so they don't get permanently deleted)

I hope this could help, good luck!
Fulu 27 Jul, 2021 @ 12:24pm 
i dont have folder "skins" on the way SteamLibrary\steamapps\common\Unturned\Bundles\Sources wtf
Nokdef 30 Jan, 2020 @ 12:33pm 
Thank you @Stimky :lunar2019coolpig:
Stimky 30 Jan, 2020 @ 12:03am 
@Nokdef Yes, you can use normal maps! I would avoid putting scripts, particles and animations on your custom skins since I'm not entirely sure myself if those are even allowed. I suggest you just be cautious, since there's no guarantee its allowed. It wouldn't hurt to try though, right?
I'm sure UV scrolling would probably be acceptable, considering there is already a weapon that uses this(a rainbow knife i recall).
Nokdef 29 Jan, 2020 @ 8:45pm 
I have some questions regarding some technical stuff:

Am I allowed to use normal maps?
Can I write a custom shader that has UV scrolling, for example.
Can I make a set of particles attached to the skin?
I also have some other questions about art direction, but I'll keep those to once I have some concepts lined up.
Stimky 3 Feb, 2019 @ 6:31pm 
@tj You can use a different model maker than Unity for editing a texture and visuallizing your skin on a model, however It is not typically acceptable to make edits to a models shape but there are some exceptions, for example:

It is okay if you change a few minor details on a model like if you wanted to add indentations to a gun magazine

,but it is not acceptable to make changes to large proportions of a model, like changing the shape of a gun or making a blade longer, etc..

So;
minor details, and small parts are okay (think screws, and small indentations)

large parts, and drastic changes are NOT okay (main defining-shapes and large changes)


I still would not advise editing models.
Stlr c4 3 Feb, 2019 @ 1:07pm 
can you use a 3d modle maker
Stimky 7 Oct, 2018 @ 10:17am 
@Feyko Yes, you are allowed to use emmission textures(a.k.a. glowing/luminescent) for your skin.

When you upload your completed skin, you should include a completed unity model and the assets it uses. Aswell as any secondary skins you have retextured for that item like a magazine or scope to go with it.

Note: It is helpful to inlcude your editable versions of your textures(ie; if you used layers when you edited your skin texture, you should include a version of the image that has the editable layers).

Skins only get put through when the following are checked:
1. It follows the 7 basic rules (shown in the post above)
2. It is complete, and is not missing any important files
3. The community Votes it through

The 3rd step is why it is good to have a nice looking workshop page for your skin.
It is good to have a nice description of your skin, includes lots of images, and looks nice overall.
VERY important to do.

Hope that answers your questions, if you have more just ask away :]
Feyko 6 Oct, 2018 @ 6:13pm 
And if possible,what do i need to put in the folder i upload on the workshop.. Will a moderator/Unturned god be able to use them and put them as a skin..
Feyko 6 Oct, 2018 @ 6:09pm 
Hey so i was wondering.. can we make luminescent/dynamic custom skins as the official ones ?