[TUT] Quanons Tips on Skinning/Texturing
In this thread I'll attempt to show you some tricks I use in Photoshop to create skins/textures for your weapon models and other 3D things from the Kotor game.
If you got questions, comments or suggestions go to the Holowan thread here.
Allright, first tip.
Getting your UVW-map of your model into Photoshop.
For G-Max users there are 2 ways.
1)The sloppy route: Take a screenshot.
Start photoshop, create a new empty file and just paste (ctrl+V).
Use the Crop tool (C) and drag a box around the UVW-map.
Hit enter and all the garbage around it will be deleted, your file will also get resized automatically.
Now create another new file, set it to this size: 512x512 pixels or 256x256.
Then use the Movel Tool (V) to drag your UVW-map into the new file.
Now it will not fit good, to solve that hit Ctrl+T to activate the Transform tool.
You'll see these small squares at the edges, you can drag those around.
So use'em to make it fit, hit enter to confirm the changes and your done.
If you get a bit confused/ freak'n out on this tool hit Esc to exit it ;)
Like that you won't get stuck :lol:
2)The perhaps better way of doing it, thanks to Darth Parametric:
A direct quote:
Might I suggest an alternative method for obtaining precise UV map guides for GMax users? It looks a bit convoluted, but it's relatively straight forward once you've done it a couple of times.
First, download UVMapper Classic from here. This is a standalone EXE (i.e. no installation required) that is free. It has limited functionality, but is fine for our purposes.
Then you'll need to download Xzzy's OBJ export script and the GrabListener utility from here (the "Renx OBJ Tools" link). Make a folder in GMax's \scripts directory and extract the tools there.
In GMax, do the following:
1. Change to the Utilities tab
2. Click the MAXScript button
3. Click the Open Listener button
4. In the Listener window that pops up, go to Edit->Clear All
5. Back in the MAXScript tab, click the Run Script button
6. In the file browser that pops up, navigate to the folder you just created and select xzzy_obj_tool.ms
7. In the Utilities drop-down menu, click on OBJ Import/Export
8. Under the section that appears, click the Export button
9. You'll see the Listener window fill with lots of co-ords. Wait until it finishes and then go to the directory you extracted the OBJ tools to and run GrabListener.exe It will pop up a save file window. Save your file with an OBJ extension
10. Run UVMapper.exe. Go to File->Load Model and navigate to your OBJ. You should now see the UV map. It will be stretched to fit the window, but don't worry.
11. Go to File->Save Texture Map. In the window that pops up, choose a resolution (the default should be 512x512) and save out a BMP of your UV map.
12. Open Photoshop or whatever editing program you are using and import the BMP. Make it the base layer and build your texture over the top of it.
A pictorial guide for the GMax component:
A note concerning multi-object GMax files. The OBJ script only exports a single mesh object at a time. If you have a multi-part model (like a body for instance) you'll have to join them all together into a single mesh before exporting. You should also delete any bones and helper objects if there are any. Just make sure you don't save the GMax file after you do that!
3Ds Max users:
First go the Edit window in the Unwrap UVW modifier.
There go to Tools => Render UVW Template.
You'll get a new window. In there set the Height and width to 512x512 or 256x256 pixels. Down below hit Render UVW template.
Again a window comes up showing you the render of the UVW. At the top left is a Disk icon. Hit that to save your UVW-map.
In the browsing window set it to a location you'll like it to be saved and set the file type, if you choose JPEG, you get an extra window again :p
In there its just to set the quality.
Thats it, you now have your UVW-map ready to be used in Photoshop/Gimp or Windows paint if you insist :lol:
With this tip I want to show you how I do razor sharp nasty cutting blades xD
In this example I used a one of my own modelled weapons, which has this spinning blade, lovely.
Ofcourse I made a nice UVW-map using the steps from above.
Now start photoshop, go to File=> Open. Look up the UVW-map.
When that is open I go to the Layers palette. I grab and drag the Background layer, to the NEW icon, just next to the trashcan icon.
Like so you get an instant copy of that layer.
Now alter the modus of this copied layer to Screen. You'll find that at the top of the palette.
Good, to make our blade look like steel/ metal I downloaded a plain photo of... metal :p
This is a good site for such things: CLICKY
So I opened it in photoshop, using the Move tool (V) I dragged it to my UVW-map:
Its to big, so using the Transform Tool ( Ctrl+T) I scaled it down.
I used the top left little squarre and holding down shift I just dragged.
Shift helps to keep it uniform, width & height are being kept the same scale compared to each other.
Once content with the size hit enter, if your not happy hit Esc to leave the Transform tool.
Okay, now I'm going to add the sharp edge of the blade. To that quickly and easly, I used the Pen tool (P) http://i129.photobucket.com/albums/p...ials/Pen01.jpg
Make sure it sets to Paths, you'll find that at the top left of your menu bars:
Then follow the shape of your blade, like so. Just click around to set a point and continue to set more points to create a shape like your blade.
You don't need to close your path, but since I got a round blade I'm going to close it ;)
Now where going to setup our Brush (B) http://i129.photobucket.com/albums/p...ials/Brush.jpg
Just right click anywhere on your map. You should get this handy menu:
Pick a brush with really soft edges, set it to a smaller size, I used 9 pixels.
You could use differant sizes, depending on your model really.
Before we continue make sure you're color is set to white:
Now in your Layers palette, you should see 2 other Tabs: Paths and Channels.
Now I've dragged out Channels, as I like to have that seperate. So don't worry if my screenshots look a bit differant ;)
Go to the Paths tab. You'll find that path we just drew, right click on it and pick Stroke Path.
Another window comes up, set it to brush and hit OK.
Here's my result, the Brush nicely followed our little path, no need to this kind of thing by hand :p
Nearly done, but we need to clean this up a bit.
Go back to Path palette and right click, this time pick Make Selection.
Paths are real handy to make good selections. I'll show more of them later on, as they can be a bit tricky to get used to. Mainly on the curve part. o_Q
This selection is to tight and close, where going to enlarge it a bit.
Go to Select=>Modify=>Expand.
New window comes up, I've set mine about 10pixels.
Now for some magic, do Shift+Ctrl+I to invert the selection and hit Delete.
Result should like this:
Next a quick step forward, this blade should be shiny to some extend.
For that we need a Alpha Channel.
We need to select our blade again, to easly get that, just Ctrl and left click on its Layer.
If you still got your selection just do Shift+Ctrl+I to invert it back.
Do Ctrl+C to copy it.
Go to the Channels palette and hit the NEW icon down below, next to the trashcan. Then do Ctrl+V to paste the blade in the channel.
You could leave it like that now. But the shine effect depends on the black/white in the alpha channel.
Darker = stronger effect
White = No effect at all
I find that its to dark in my channel, to adjust that I go to Image=>Levels.
You'll get this new window. In there you can play around with these sliders to alter the contrast between black/white.
I dragged back the white to the middle make it stronger.
Just play around with it to see its effects on the channel, once your happy just hit OK.
Thats it for these first few tips.
A new tip, this time its all about the blending options.
To illustrate I'll create a sort of floor texture. This could be used
for example in a reskin of an area.
Its just one example, this stuff can be used in various spots of
texture/skin creating. Remember my Sith/ Jedi Quarren, I used this
trick on him aswell :)
Now onwards !
Blending options: Bevel&Emboss... etc.
First create a new file: mine is 512x512pixels.
I always work "big", you can downsize it when its finished.
Just remember, its easier to put details in your texture/skin
when you have more pixels avaible for it.
Good, now I just go and pick a material picture of the internet, this
time I found a pic of asphalt.
Drag it in and resized with the Transformtool (ctrl+T).
I still got some white space left, to solve that quickly lets use the Clonetool (C)
To work the clonetool needs a sample, hold down Alt and click somewhere in material.
You're cursor should look like somesort of aimingcross.
Now just rightclick and set the brush of the clone to something larger.
Now just paint around, just notice that the sample-cross will follow your brush around.
So when you near the edge of the material, you'll clone that edge to.
To avoid that and to make it a bit more random, just take a new sample on a differant spot and
continue to paint untill the whole space is filt.
Okay, I want this floor to be tiled, to get this correctly I need to setup some guides/rulers to help me out.
Hit Ctrl+R to make them appear.Make sure they're set to pixels, do that right click on one of the rulers.
First set these guides: one at 256 ( the middle), one at 246 and 266 ( 10 pixels away from the middle.
Then set the others to the left to just 10 and on the far right to 502.
Just drag them out ;)
Next take the select toolhttp://i129.photobucket.com/albums/p...ectionTool.jpg
And drag 4 rectangles, to do that hold down Shift, to add selections, holding down Alt you can subtract from selections.
When its all selected hit delete.
Now find another texture, you want to use.
Found an odd ribbed one, it might from an old garage door thingy... :lol:
Resize if you want, I did.
Hmm, this nex texture is on top. It need to go under my first layer.
So grab that top layer and drag it inbetween Layer01 and background layer.
A fat line should come inbetween those 2. Then let loose.
Again I got white space all over. I could use the clonetool, but I got these straight lines and the clone is a bit
messy. So copy that texture again, 3 times. Use the Movetool (v) and hold down alt, then drag to make copyies.
Each copy will get a new layer.
After copy madness:
I got to much layers now, I'll merge those copyies. So select them, click on the top one, hold down shift and click on the
bottom one. Or another method is just click+Ctrl on each layer.
Once you got them all selected, rightclick=> Merge layers
After that, I need to do some small cloning work; as you might have seen there was still a sharp edge in between some of the copyies.
Using a smaller brush size and being more carefull I got rid of them.
Where nearly done with the preparation work, now put "off" your top layer:
1) Click on the small eye icon, to put if on/off
2) Ctrl click on the small image to make/take a seceltion of that layer
3) Go to the second layer, then hit delete
Its time to put away those guides, go to view=> Clear guides.
Put "on" the top layer again.
Time for those blending options, right click on the second layer.
A new window comes up; look for the tab named Bevel&Emboss.
You can follow my options, but feel free to play around with the buttons & sliders, see what they do.
Look for this other tab, named: Innershadow.
Again, play around with the options.
When happy just hit OK to apply those options, you can always go back and change them.
By rightclicking or just double clicking on the layer.
After that, go to the top layer, rightclick and go the blending options.
Under Bevel&Emboss you'll see Contour, go there and play around :p
Thats it for this tip. If you want to use it, just merge all the layers and save as a TGA/ Targa, 32bit.
EDIT: Added some examples; most left is the texture of that red Sith Quarren.
The blending options is has been used to make his the tabbard, I just made one element, then copied that.
I used it aswell on the edge for his black cloth and on the lines on his shoulderpad.
Center is a floor texture again. Its just used to make the red pop out more.
To the right is a weapons texture, used blending for an extra detail in the blade, on the main body, just to add some plates.
Just a bit everywhere really, to add some details.
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