Tools

Export skin assets

Pick skins, stickers or agents, or paste an inspect link for one exact item, and download the 3D model, PBR texture maps, raw source layers and sticker artwork as a zip, ready for renders, thumbnails or your own compositing. Sign in to download.

Tap skins to select them. Set each one’s seed and wear under Review before you export.

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About the export tool

The export tool packs a CS2 skin, sticker or agent as files you can open in Blender, Substance Painter or any renderer: the model as a glTF and the game's own textures as PNGs, for renders and thumbnails. Sign in to download.

How to export a skin's model and textures

  1. 1

    Pick what to export

    Choose skins from the grid, stickers or agents from their tabs, or paste an inspect link for one exact item with its float, seed, StatTrak count, stickers and charm. Doppler skins are listed once per phase.

  2. 2

    Set the seed and wear

    Open Review. A skin whose pattern moves with the seed gets a seed field, 1 to 1000, and one that wears gets a wear slider, 0 to 1. Both start at seed 1, Factory New. An inspect-link item keeps its own values; stickers and agents have nothing to set.

  3. 3

    Choose the contents

    Export contents lets you leave out the PBR textures or the weapon model, and add the raw source layers the finish is composited from, which are off by default.

  4. 4

    Export the zip

    Press Export. Every skin is baked in your browser, nothing is uploaded, and the zip downloads when the last one is done. The download needs a Steam sign-in; nothing is charged.

Export questions

What is in a skin export?

A folder per skin with baked/ (albedo, base colour with occlusion multiplied in, roughness, metalness, normal and AO), a README that says which are sRGB and which are Non-Color, and kit-params.json with the paint kit, seed and wear. Everything skins share ships once at the zip root: the weapon mesh as a glTF in models/, sticker artwork in stickers/ (one folder per kit, however many items wear it), charm models in charms/ and the StatTrak module in stattrak/.

What resolution are the textures?

The bake runs at the size of the finish's own artwork, 2048 or 4096 pixels, and the raw layers are the game's textures at native size as PNG.

What does a sticker export contain?

The artwork as color.png with the wear mask in its alpha, sfx.png with the holo and glitter masks where a kit has them, its own normal and roughness map where it ships one, and stickers.json with each kit's finish and shader parameters. From an inspect link, the skin's own stickers.json records where each sticker sits on the weapon and points at the artwork in stickers/, which is stored once per kit however many times it appears.

What does an agent export contain?

The third-person body as a glTF, held in a standing pose, with its colour, normal and packed occlusion, roughness and metalness textures as PNGs, and agents.json with where the game draws patches on it. All 63 agents are available.

Which programs open the files?

Anything that reads glTF and PNG. The model imports straight into Blender (File, Import, glTF 2.0), and the maps plug into a Principled BSDF: base-color.png into Base Color, roughness.png and metalness.png into Roughness and Metallic with their colour space set to Non-Color. Substance Painter, Marmoset, Unity, Unreal, three.js and Godot take the same files. The README in every zip repeats these steps.

What does an inspect link add?

The link names one specific item, so the export carries that item's own seed, float and StatTrak count, its stickers with where each one sits on the weapon, and its charm as a separate glTF with the hang point. A skin picked from the grid is exported clean, at the seed and wear you set.

Which items can be exported?

Every weapon and knife finish the 3D viewer renders, listed once per Doppler phase, every sticker in the catalogue, and all 63 agents. Cases, capsules and other containers have nothing to bake and are not offered.

Is anything uploaded, and does it cost anything?

No and no. The bake runs in your browser on the same textures the 3D viewer already downloads, and the zip is assembled there too. Nothing about your selection leaves your machine. A Steam sign-in is asked for before the download, and that is all.

Can I use the files commercially?

The files are extracted from CS2's own game files and are provided for personal render and asset use. The artwork is Valve's, and skinweb claims no ownership over it.

What the files are for

The same model and textures the 3D viewer draws, handed over as files, so the render happens in your tools instead of ours.

Renders and wallpapers

Drop the glTF into Blender, plug in the four maps and light it however you like. The finish arrives baked at the seed and wear you chose, so a Case Hardened at pattern 661 or a Fade at 0.01 float renders as that exact item, not a stock preview.

Thumbnails and listing art

A trade post, a YouTube thumbnail or a shop card needs the skin from an angle the inventory icon does not give. Export once, frame it yourself, and reuse the same scene for every skin of that weapon, since the mesh is shared.

Studying how a finish is built

Tick Raw layers and the zip adds the pattern, masks, wear and grunge textures the paint job is composited from, the same inputs the game reads. Rebuild the compositing as a node graph, move the seed, or push the wear past what the float range allows.

Stickers, agents and charms on their own

Sticker artwork comes with its holo and glitter masks and shader parameters, agents as a posed body with the patch positions the game uses, and charms from an inspect link as their own model. Each is a small pack you can lay onto any scene.