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
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
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
Second tip: Blades
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
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)
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)
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.
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.