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How to upload our custom skins as 3d .obj file
Hi guys. I have been creating new skins recently. I am working on unwrapped texture maps and uploading my skins this way. So it's not changing the item's 3d structure, but only the maps.

But when I checked Accepted in game items created by other skin makers, I noticed that they actually changed the 3d structure of the item.

I did try few times. Downloaded the .obj file in Rust workshop. Worked on it on Blender. But I couldn't find a way to upload my model.

How do we upload our 3d models as .obj files, not the texture maps?

Thanks in advance.
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3DGY 82 14 Apr @ 12:03am 
Originally posted by GabrielPastarnak:
Hi guys. I have been creating new skins recently. I am working on unwrapped texture maps and uploading my skins this way. So it's not changing the item's 3d structure, but only the maps.

But when I checked Accepted in game items created by other skin makers, I noticed that they actually changed the 3d structure of the item.

I did try few times. Downloaded the .obj file in Rust workshop. Worked on it on Blender. But I couldn't find a way to upload my model.

How do we upload our 3d models as .obj files, not the texture maps?

Thanks in advance.

That’s called normal map baking, which is a technique used to fake a 3D effect on a low-poly model (let’s call it LP), typically the one you extract or download from a game.
The process starts with the LP. You duplicate it and begin modeling on top of that to create a high-poly version, or HP, aiming to stay as close as possible to the original shape. Once the HP is done, you bake its details onto the LP.
Baking means projecting the surface details from the HP onto the LP from a set distance, capturing the depth and texture information as a normal map, which gives the illusion of complexity without increasing the poly count.
Hope this was helpful:)
If I understood well, you told the process I'm already doing. But what I wonder is more like that, let me explain:

There is an officially accepted in game skin called "Rooster Mask" recently. The original item is "Deer Skull Mask" which has totally different structure than what Rooster Mask is. I also made a skin of Deer Skull Mask but I was not able to remove the antlers of the deer for example. So I just made a high quality bone texture on it. The structure remained same, but the colors, textures shades etc. changed.

What I wonder, how can I remove those antlers completely and upload another .obj file?
I just found that it's actually all about Alpha Cutoff slider of your Diffuse Map. When you keep the unwanted part of your Diffuse Map as black, and slightly change the Alpha Cutoff slider to bigger numbers, the transparent parts of your map start disappearing! That's the magic :)
Last edited by GabrielPastarnak; 14 Apr @ 4:51am
3DGY 82 15 Apr @ 3:04am 
Originally posted by GabrielPastarnak:
I just found that it's actually all about Alpha Cutoff slider of your Diffuse Map. When you keep the unwanted part of your Diffuse Map as black, and slightly change the Alpha Cutoff slider to bigger numbers, the transparent parts of your map start disappearing! That's the magic :)
yes exactly, if you want to 'delete' some parts the only way is to hiding them with the alpha slider, which basically requires you to to erase those parts from your DIFFUSE png and leave transparency, in fact it wont work with jpg.
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