PAYDAY 2

PAYDAY 2

133 ratings
[Workshop] UV-Map Layouts | v2.0
By ghost of sooshima and 1 collaborators
This guide shows you how to extract the UV mesh of the weapon parts, to better create detailed pattern and sticker for your skins.
   
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Requirements
To get the UV mesh, you need 3 programs.
- Diesel Bundle Modder[modworkshop.net]
You obivously need the weapon models, so you need to extract the gamefiles using the Diesel Bundle Modder. (The hashlist should be working, though updating it with this[bitbucket.org] from time to time shouldn't hurt.)
- Diesel Model Tool[modworkshop.net]
This is used to converte the extracted .model to a usable .obj.
- Blender
Blender is used to view and extract the model's UV mesh. You can download it on the Official Website[www.blender.org] or on Steam.
Extracting the gamefiles
If you already know how to do this / already have the files extracted, you can skip ahead to the next section!

Once you got the Bundle Modder, launch it. After an update, there might be a notification about a new game version and something about a backup, click on "OK" and continue.


Now it should look like this:


First you gotta tell the bundle modder what files to extract, move to the "Options/About" tab and select the "assets" folder in your games main directory, default it should be C:\Program Files (x86)\Steam\steamapps\common\PAYDAY 2\assets.


Now move to the "Game File Extraction" tab, enter your location you want the files to be extracted to and click on "Start" on the down right.
Be aware, this will take up a lot of space, because you basically make a copy of the whole game, but uncompressed! (About 55GB)


This can take up to a few hours, drink a tea, watch a show or a movie and continue when the bundle modder is done.
Converting your models
Now that you have your files extracted, you gotta decide what gun you want to work on. In this guide I will use the Crosskill Pistol (M1911) as an example. You need to move to the folder the gun's files are located, in this case it's ...extract/units/payday2/weapons/wpn_fps_pis_1911_pts


If you're not sure what your gun's ID is or where the files are located, this page[modworkshop.net] might help you.

To keep track of everything, copy all the .model files you need and move them into a different work environment. I like to keep everything in the Diesel Model tool folder for easy access.


Next, launch "PD2ModelParser.exe". It should look like this:


Click the "Browse..." button next to "Input File" and open the .model you want.

It's now automatically converting the .model file into a .obj. After the text in the command prompt stopped, you can click on "Browse..." again and select the next file until you have everthing you need.


Again, to make it easier to find, I suggest moving the .obj files into a different folder.
Doing the magic
Ok, you got all the models you need converted into .obj? Good. Now we're finally getting to the main part.
Open Blender, you should see a screen that looks like this:


Click on the "UV Editing" tab to show the model's UV Map.


Now your screen should look kinda like this:


If you want you can delete "Camera", "Cube" and "Lamp" in the Scene manager in the top right of your screen, since you don't need them.

That's it for the preparation stuff. It may feel like much now, but once you get the hang of it, it's done in a couple of seconds.

Next you need to import the weapon part's model into Blender. Click on "File" to open the dropdown menu, move to "Import" and click on "Wavefont (.obj)"


Now it's important that you choose the right model file. When converting the .model, it made 2 different files. The normal one, which is used for the default texture file, and one with "pattern_uv" at the end. This is the one you need most of the time. In some rare cases, mostly newer weapons, the pattern_uv hasn't been set up properly. It won't show the UV mesh in the UV/Image Editor when selecting the model. In that case you need to use the .obj without the "pattern_uv".


You should now be able to see the model. Selecting the model in the Scene manager will show you the UV mesh in the UV Map.


Please note that some weapon parts have multiple subparts with sometimes multiple different models and sometimes models split into multiple parts, while actually being the same subpart, when imported to Blender. This can be confusing and there isn't really a definite rule on that, just gotta try around.

When you can see the UV Mesh, like shown on the image, you can move on to exporting the mesh.
In the UV/Image Editor, click on "UV" and then "Export UV Layout".


From here it's mostly preference, some thing i'd suggest:
- Choose a name that is easy to recognize and tell apart from other weapon parts.
- Again, save it in a different folder then the model files.
- Put the size to 1024x1024 pixel, because that pretty much is the standard for pattern/sticker. (2048x2048 doesn't hurt either, just be aware of the quality loss once your skin gets accepted and Overkill scales it down.)
- Put the "Fill Opacity" to 1.00 for better visibility.
- Format is completely up to you, I usually go with PNG or SVG.


When you're done with all the files you need, you can apply them to your skin.
Apply as pattern/sticker
This guide isn't about how the editor works, so you should know how to apply a pattern or a sticker.
However, This section is still somewhat relevant.

When you use this as a pattern, you can just apply it and ignore stuff like pattern position or pattern scale. it will perfectly align with the part it's applied to. You can now go back into your prefered image editing program and use the UV as a guide to draw your design.

When you use it as a sticker, you need to apply it and put Sticker Y to 1.00 to perfectly align it with the part. (That is if you choose a resolution of 1024x1024 pixel for your sticker. I'm not sure if it's that easy when using different resolutions, need to test that.)

[Left, UV mesh applied as pattern - Right, UV mesh applied as sticker]
The end???
Yes, that's it. You made it.
You may be wondering why someone would go through all this complicated stuff. The answer is, because it makes skin making itself so much easier.

I'm using this method in almost every skin since Rex introduced me to this and it's making everything so easy.

Now go and create some awesome skins yourself.
See ya!
- Sush
23 Comments
=WAWA= Mustaherukka Gaming 21 Mar, 2024 @ 3:06pm 
Welp, I did goofin around and got the stuff to work........So yay?
=WAWA= Mustaherukka Gaming 19 Mar, 2024 @ 2:12pm 
@soosh.exe But it won't work. I've tried many times. Really many times. I load in the UV patterness model, create an UV-wrap with blender, turn it into a sticker and load it in on the weapon. Its all the place. Doesn't cover all locations.
ghost of sooshima  [author] 19 Mar, 2024 @ 11:07am 
@=WAWA= Mustaherukka Gaming
i should actually update this some day since it's kind of outdated lol

if the "pattern_uv" model you imported doesn't have a UV set up (the UV editor is empty), import the other model that doesn't have "pattern_uv" in the name and that one will work for it.
=WAWA= Mustaherukka Gaming 19 Mar, 2024 @ 2:37am 
So if the part has an UV set up, it should automatically show up in the UV editor, right?
But what if the part has no UV set up. How do I then create one, which would work properly?
I've tried already blender's own unwrap, but I haven't gotten an satisfactory wrap yet.
Tracy Cyanne 10 Feb, 2023 @ 9:05am 
I'm trying to export the uv for the AK74 mag, but the UV for it is out of bounds of the actual part that gets exported. I'm not sure what to do here.
SV5 13 Dec, 2018 @ 11:20am 
Now it's working, thanks
SV5 13 Dec, 2018 @ 11:11am 
I guess I forgot copying all of them
ghost of sooshima  [author] 13 Dec, 2018 @ 11:09am 
Did you import it correctly?
SV5 13 Dec, 2018 @ 10:51am 
First time I tried it with stryk 18c and I saw nothing
I also tried with Amcar and I've seen something like rectangle
SV5 13 Dec, 2018 @ 10:45am 
After I converted my models to .obj and opened Blender, I can't see the model, can somebody help me please?