Skin Making

All objects in Krunker are made of 3D models. All of the colors on the weapons, players, buildings, hats, and wings come from 2D image files that get wrapped around the 3D models. Skin makers change the image files to create new skins for the in-game assets. Skins get posted in **#skin-vote** on Discord, and the community votes on the ones they like. The developers have explicitly stated that they don't care about the voting the skin gets, but add it in-game only if they like it.

This page talks about how skins are made, and will provide some helpful tips and resources to help make that process easier.

## Resources

After you've read this article, if you still have questions or need help, feel free to join the Skin Making Community(Krunker Design Hub) on discord.

#### Files Needed

* The default mod.zip is a primary resource and most files can be found in it.(OBJs, Default Textures).

* AO Maps, UV Maps and Color Codes , along with everything in the default mod.zip , can be found in the Krunker\_Expanded\_Assets.zip

In addition to the files, you'll need some software to help you edit and render the 3d models. Blender is free to use. You will also need some image editing software. Photoshop is the most popular, but can be cost-prohibitive for many. Photopea , Krita Gimp for free. Affinity Photo is feature-rich and not as expensive as Photoshop.

These demos use Photoshop and Blender.

## How it works, and Terminology

### Textures

3D Models in the game need to have colour, this is provided by the texture.Which in krunker is a PNG image.

### UV Maps

UV Maps are a part of the OBJ file or the model.They map the 3D surface to 2D by cutting the 3D Model to project it onto a 2D plane, so that the texture maybe applied. Read more about it here

### UV Template

Usually mentioned as UV Map itself, it is a png file showing the UV Map projected on a plane.They are used to make texturing easier

### Emissive Maps

Emissive maps are additional texture maps supplied to Krunker's Game Engine to make specific parts **glow**.Emissive maps are denoted with a suffix "\_e" to the basic/normal texture map.

Eg:

normal map for Sniper = weapon\_1.png

Emissive Map for Sniper = weapon\_1\_e.png

### AO Map (Ambient Occlusion)

AO maps are baked lighting, which are added to textures to make the model look more smooth, and have self shadows.They can be used by, adding it as a top layer to your base texture and setting the blend mode to multiply, it provides a realistic look and all ingame textures have it applied as default

### Rendering

Rendering is the process of applying the final texture onto the 3D Model and making a presentable image of it, to show off the skin.

## Process and Tutorial

There are several methods to make skins. We will go over the two major methods.

### Traditional Method

Uses UV and direct texture editing, requires knowledge of Colour Codes/UV Map.

Click Expand to view the tutorial

Let's go step by step to make a skin for the rocket launcher. We'll need the texture in our image editor, and the 3d model in Blender. As of this writing, here are the weapons alongside their file names:

We'll need to open */textures/weapons/weapon\_9.png* for the base skin. However, .obj files don't open natively in Blender. We'll need to import them. Create a new file in Blender. Left click on the cube that's there by default and press the **DEL** key on your keyboard. Then go to **File > Import** and find */models/weapons/weapon\_9.obj*. In Blender, some weapons, including the rocket launcher, seem to have very large image sizes.

Click a light grey part of the image, and then on the right, we'll adjust its scale. **0.01** in all three directions seems to be a reasonable size most of the time. Once that's done, on Windows you can press **CTRL+A** and select **Scale** to apply the new scale. This resets the scale so the smaller size now has a size of 1.

Opening the texture file, we can see the flattened texture that gets wrapped around the model. We'll essentially paint over this file to put our skin on the weapon.
Figuring out which parts of the texture represent which part of the model can happen one of two ways. Either in Blender with the UV Editor layout by selecting faces and seeing which part of the texture gets highlighted. Alternatively, you can use trial and error in your graphics editor: painting a garish color on the texture and applying it to the model to see what was colored. However, some resources will be compiled in this article so that step isn't necessary. See the Weapons section for some helpful resources.

Once your edits have been made, you can apply this file to the model in Blender. Click the Material Properties tab on the right. Click to the right of the Base Color to change the color to an Image Texture. Open your texture file. Lastly, move into Viewport Shading mode to see the texture applied.

    Now we can see our weapon rendered with our texture.

Now it's time to create our custom skin. Another resource that's helpful that will be added to this article over time are the shading images. These are modified versions of the original skins where graphic details have been removed, but the shaded areas remain the same. The images have been set to greyscale and their levels adjusted. Add this as a layer above everything else you create, and set the blend mode to **Multiply**. You can see the difference here:

This isn't strictly necessary but adds some realism to the gun. A third resource is shared which is just the shapes of each piece of the texture as a single-color. You can use this as a mask for your paint layer - the layer that you have your graphics on. It's okay to paint outside the lines, but it often helps to have those lines there for clarity.

> *Wiki articles shouldn't usually refer to the author or first person, but I feel it's appropriate here. This is MrQuickline. This is a skin I made. It didn't do particularly well in #skin-vote, but it's one of my personal favorites. We'll use it as the example skin for the rest of this tutorial.*
>
>

This tutorial does not go into detail on creating your graphics. Know, however, that the rules of #skin-vote say that you can't use stock graphics. Everything you use must be created by you. First, graphics and colors were added to the template.

Then the shadows layer was applied.

Then we export this file, and use it as our texture layer in Blender.

Our skin looks good, but the image output doesn't yet. We need to improve our render output. We can change the position and rotation of the camera, and add lights. Here is an excellent tutorial on 3-point lighting in Blender.

You can add your background in Blender if you wish, but I prefer to add my background in Photoshop. Thus, I prefer the render to have a transparent background. You can see those settings below.

When we press F12 to render, we get this. We can click Image > Save As... to save our transparent PNG file.

Then we can open it, and create the graphic to display our new skin. Add a title and your username, and submit it using the submission guidelines on #skin-vote

## Projection Painting Method

This workflow uses Projection Painting to project 2D sketches/drawings onto 3D models.

### Needed

1. Blender(Free) ( or Substance Painter, which is a paid software) (Blender 2.8 is used in this tutorial)
2. Any image editor program( Krita,GIMP,Photoshop or MS Paint, etc..) (Krita is used in this tutorial)
3. mod.zip or KEA (KEA will be used in this tutorial)

### Importing the model into Blender

Krunker Models( in .obj format) cant be directly opened in Blender, to do that we will need to got File > Import > Obj to import it.

Navigate to the correct model(In mod.zip or KEA) and import it.

## Animation Systems

### Pulse Animation

The pulse animation works by switching the texture from the normal one to the emissive texture and back.The speed of this can be controlled by modifying skin.json(Only for viewer or in-game skins, not for mods)

Eg : Intervention VI

### Frame Animation

Switches frames.One frame is X\*X Pixels, then 2 Frames would be X \* 2X Pixels. Krunker supports 2 Frame animations and 4 Frame Animations.

Eg : Clickbaited Spray

### Texture Pan

Pans the texture( Moves in one axis) to achieve a moving effect

Eg: Raynb0w skins.

## Color Codes

These color code can be used as a reference when making skins.

## Rules and Submission Guidelines

1. Skins/textures are to be designed by you—no stock images or templates are to be used. However, you must use the provided 3d models to display your skin.
2. Models that aren't in the game are not allowed to be posted to #skin-vote.
3. Do not tweak/recolor current in-game skins or copy skins from other games.
4. No reposts of skins that have already been submitted without express permission.
5. Stealing or submitting other skins as your own will result in a ban from #skin-vote.
6. DM a moderator to get a skin posted in the channel. Don't ask users with the Skin Maker role to submit for you.

## Tutorial Video

There is a satisfactory tutorial video by an illustrious Krunker Skin Maker Named Flowerkid. Make sure to check it out too.

  If u want a more updated and elementary/beginner tutorial please watch this video

https://www.youtube.com/watch?v=QWyISnMuwqg