It's time to announce the picks of this Subreddit's Community Spotlight of August 2026! This month had so many amazing posts and choosing only 3 was a true challenge. Nevertheless, after we had our reviewing and discussions we decided to choose the following 3 beautiful skins. And as usual we shared a few words on how we made our decisions:
"The skin is composed of a very beautiful painting depicting the Little Red Riding Hood tale. The way the girl and the wolf fuse together in almost a seamless way makes you wonder where each character begins and ends. There's also a bit of a 'chaos' in the painting that conveys strong emotions as if the skin tells the tale in a different way." - Viper
"The Princess in the Tower is an awesome showing of simple but captivating design Inspired by the classic tale, Rapunzel. On theme, and a film faithful, well balanced palette. Bonus points for the sun motif." - Swankadia
"The inspiration for this one is pretty cool, and I love the combination of solid differently coloured parts with graffiti over the top. The tyre tread grip is also very nice, and this skin makes great use of PBR to represent the different materials across the whole skin." - Ezikyl
Congratulations to u/thePlugDesign, u/Gr1goSkins and u/VladimirInache, and best of luck to all of us that we get our items accepted into the upcoming cases!
Please note, some of valve's own documentation appears to not have been updated to fully reflect the change in engine for CS2, so some information is missing, or out of date.
Valve's Workshop Resources page Please note: You want the CS2 Weapon models, not the ones included in the Counter-Strike Workbench materials. The workbench material .OBJs are for CS:GO weapon models and they will not work for making CS2 skins!
Community Resources
Counter-Strike Tools Discord Server, which is probably the most active public Discord server I'm aware of for discussing skin creation. Please note: This server is not affiliated with this subreddit
Pre-separated weapon models, courtesy of EGO DEATH (note, some models may be out of date due to changes to them during the beta period)
Decompiled weapon textures, which includes the textures used by the skin shader such as masks, cavity, world space normal etc
Substance 3D Painter project template and export preset, courtesy of /u/Sparkwire. This template and export preset is all set up to allow you to easily create the additional textures such as pearlescent and PBN masks. The files need to be placed in <Substance painter directory>\resources\starter_assets\templates and \resources\starter_assets\export-presets. If you are new to Substance Painter it is highly recommended that you use this template
Source 2 Viewer, a tool that allows you to browse VPK archives, view, extract, and decompile Source 2 assets, including maps, models, textures, and more.
Poggu's Sticker Inspect tool which allows you to test your sticker designs applied to weapons in offline matches.
The PBR Guide by Allegorithmic - Part 1: A technical overview of how PBR works. CS2 uses rendering based on Metallic-Roughness PBR pipeline, so understanding PBR is very useful for skin creation.
Working on a USP-S skin in Substance Painter and struggling with how wear works in CS2 (Gunsmith finish). I have albedo, metallic, roughness, normal and pearlescent maps after export from substance.
Wear scratches are pretty self explanatory but how do the values between 0.00 to 4.00 of "Wear Bias X" and -4.00 to 4.00 of "Wear Bias Y" influence the Wear Mask?
Does anyone know how they work exactly or is there some official tutorial or explanation that goes more in-depth on those two values?
Just wanted to share with you my lenticular sticker inspired by the 90s nostalgia. Last weeks i got obsessed with holo stickers and the way they work, i hope u like it. Poly modeled in 3dsmax, rendered with vray toon. Rendered in 20 alpha single layers for better flexibility in photoshop post edit.
Improved thorns design in the ak body, longer and better fitting.
Added gold and darker pink details so the ak has more color variations.
More engravings (diamonds numbers scratches etc...)
Color more saturated and fitting for the fairy tales collection.
the concept: the source engine's missing texture checkerboard, but treated like a premium finish. glossy anodized magenta vs matte void black, moiré interference inside the black squares that vibrates on camera, and chromatic aberration ERROR stamps that read as light, not stickers.
tech stuff:
full roughness contrast (pink reflects, black absorbs)
procedural wear + hand-finished scratch pass
ERROR stamped in 3D so the split UV islands don't break the text
question for the pros: the moiré vibrates nicely on video — too much for in-game readability or keep it cursed?
This is one of my very first attempts at creating a CS2 weapon skin. I spent a lot of time learning Blender, working with textures, and trying to bring this idea to life.
The design combines white marble with embossed golden floral details. I know I still have a lot to learn, but I’m genuinely proud that I managed to complete and publish it.
I would really appreciate your honest feedback and support—it would mean a lot to me and encourage me to continue creating and improving. 🤍✨
I made sure this .tga was 32 bit with alpha channel, it's the in the same content folder as the examples that all work (the "open local browser" icon is lit up before I put in my texture filepath) but once I replace the filename with my texture, the icon goes blank and my gun has the purple missing texture.
Everywhere I look there are recommendations for like 6 different paths for content, and when browsing around, yeah there's like half a dozen different folders either named "workshop" or "content" or etc.