View Full Version : How to make new textures from nothing

01-23-2008, 11:03 AM
I have been wondering that how did Obsidian and Bioware made textures for the models in games.Can I make a completely new texture of anything in the game especially doors.I am not asking of reskins,I need to know is it possible to make new textures from just a white blank paper.Please answer I need to know.And If it is possible then how can I do it.

Marius Fett
01-23-2008, 11:22 AM
Well they just got the idea of what it should look like then took the models map and textured over it... I think...

01-23-2008, 11:24 AM
And how do I find this models map and then how do I texture over it.Explain please.

Marius Fett
01-23-2008, 11:29 AM
You'll need to open the model in Max or Gmax and then look at it's UVWMap. I don't even know the makers did this it's just what I think. I'll take a pic of how to get to the UVW now.

01-23-2008, 11:31 AM
Ok.I will wait to see the pic and thanks for the help you are giving.

01-23-2008, 11:37 AM
I think it's called light mapping or uv mapping or something, I can't model anything so I'm not sure but as for how to do it - I think unless you've made the model yourself it's best to just re-skin a texture it's exactly the same as making one from scratch except they've done the hard part already.


Marius Fett
01-23-2008, 11:46 AM
Max is taking a while to load up so i'll just explain.

Export a model from KotOR tool and import it into Max.

Then apply an unwrap UVW Modifier and click edit.

What you will now see is the UVWMap. That is what you need to skin over.

It's easier with custom models though. :)

01-23-2008, 11:53 AM
And how do get this uvwmap to photoshop and how do I make texture from It painting over is not the best solution you must see in there texture edges are present there are also darkness at some point buttons or screens are present.And If I just paint over all of it with red using normal mode,it would just seem to be a full red colored picture.

01-23-2008, 12:33 PM
Like DDD said you'll need the UVW-Map of a door.
All 3D objects need a UVW to apply a texture correctly.

But if your using the standard doors of Kotor , just use one of there textures, cause these reflect/ used the UVW-map.

Ofcourse the textures don't show the exact edges anymore.

So if you really must have, those edges, use a UVW-Map like DDD said :)

In Max you can easly render the UVW to a JPEG of any size, though best sizes are 256x256 px , 512x512 or 1024x1024.

If you got G-Max you'll just have to take a screenshot of the edit UVW-map window. Best advice here is to make this window as big as possible. Then paste it into Photoshop and make it fit into the sizes mentioned above.

You can then easly open this Jpeg in Photoshop, take a copy of the Layer containing the UVW map, and set its mode to Screen ( this makes all the black transparent, but the edges of the UVWmap will stay visible.

Then create another layer where you want to paint on.
Place it all like so in the layer palette :

- UVW Layer in Screen Mode
- The paint layer
- The orginale UVW map ( which will be called background or something )

And while back ago I made this tutorial about texture creating :

01-23-2008, 12:51 PM
Hey,Quanon thanks for advice I will try to do it tomorrow and if it didn't work I would ask here.And I had read that tutorial since the day I started skinning.And btw great tutorial but that tutorial does not tell you how to use gmax or 3d max and uvwmaps to make texture.

01-24-2008, 04:23 AM
Hey,Quanon I finally have 3d max so I went in opened a model then applied the modifier unwarp uvw.Then I clicked edit a screen opens but now what should I do how can I make it go into photoshop.

01-24-2008, 09:13 AM

Here some screens to follow :p

Go to Tools=> Render UVW Template (Don't worry about the background of your UVW edit window, mine has a "funky" texture, made for the Unwrapping process. But you don't need that at all ! )


Then set your options ( Width and height) for the Render of the UVW-Map


Hit the Render UV Template

You'll get this:


Don't worry if certain edges aren't showing, their there. You just get a zoomed out overview.

Hit the "disk" icon/button to save your UVW in any image format you want.
You'll get the typical windows browse window, to set the path where you want the UVW to be saved.

Pick JPEG to save, you'll get a new window about the quality.
Pick the best for precise edges :)

Like that you have a fresh clean clear UVW-map to use as guide for a new skin/texure.

01-24-2008, 09:21 AM
great mini tutorial quanon

01-24-2008, 09:27 AM
Hey quanon another question if I want to check how the skin looks like then how can I use 3dmax to check it I had once read somewhere that it can be seen I think there was some mentioning of material editor or something

01-24-2008, 09:41 AM
Yep that would be this beasty , hit 'M' to get it :p


Pick one of the Material slots and look for Diffuse and just click on the small squar grey button next to it.

This opens a new window, in there double click on Bitmap.


This takes you to the browse window, look up your .PSD=>saved photoshop file.
Hit Open, you'll get a new message yapping about collapsing the layers => Hit OK.

Tadaaa your PSD is now in 3D-Max, now select your door.

Hit Apply to Object in the Material palette ( marked blue in the screen) and hit Show in viewports ( Marked green in the screen).

You know should see your texture on the door itself. It might look ugly, thats because Max doesn't show it in high detail in the working space.

Look for a small Teapot Icon at the Top right of the screen, thats the quick render button.

This will show you the door in full detail.

Whats so great about this ? Well everytime you alter and save your photoshop file, it'll also get updated in Max.

So every time you add a detail and save , you can quickly check it out in Max. This can save you some time and its great if your just on start of your texture.

Though in the end you still get the best idea what you're doing when viewing the texture and door in the game itself.