..First modeling attempt. - Page 2

..First modeling attempt.

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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smoth
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Post by smoth »

It is not really animation the script orientates parts to the target.
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Snipawolf
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Post by Snipawolf »

You are supposed to make it external, which saves it outside of your wings file, by going to Window -> Outliner and selecting your pieces and clicking on Make External. This will save it as an image file, and you should color this image file, cuz each piece is a face, and each face needs a texture.

UV Mapping just makes your model flat, so you can color it in.


NOTE: Make sure the name of the image you save it as is the same as the name of the image in window - outliner.
Caz
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Post by Caz »

smoth wrote:It is not really animation the script orientates parts to the target.
I get it now :>
Caz
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Post by Caz »

Snipawolf wrote:You are supposed to make it external, which saves it outside of your wings file, by going to Window -> Outliner and selecting your pieces and clicking on Make External. This will save it as an image file, and you should color this image file, cuz each piece is a face, and each face needs a texture.

UV Mapping just makes your model flat, so you can color it in.


NOTE: Make sure the name of the image you save it as is the same as the name of the image in window - outliner.
Do you make a seperate texture for each object or combine them and have one texture?
Caz
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Post by Caz »

rattle wrote:It's pointing into the wrong direction. Should point in Z+ (where the blue line goes to :P).

It has to point to Z? Why? :c
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smoth
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Post by smoth »

because otherwise you have to counter-adjust for orientation.
Caz
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Post by Caz »

I have it almost done..


One thing I'm stuck on with the texture though.. It shows up black in the editor. I don't use photoshop, I use gimp and I heard you have to set the darkness or something to 99%? How would I do that? Thanks again :<
Caz
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Post by Caz »

"The second thing we want to do to the texture is add an alpha layer and stick it at about 99% darkness, this makes sure spring displays it correctly, you can also draw lighter patches that will appear as team colour."


I can add an alpha layer.. but how do you "stick it at about 99% darkness" ??
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SinbadEV
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Post by SinbadEV »

If you are using Photoshop just fill the alpha layer with black-1 (theres a slider for the colour picker with a % and you set it to 99)

otherwise it's very very very very dark grey... as close as you can get to black without it actually being black...
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KDR_11k
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Post by KDR_11k »

99% darkness? Areas with no team color should be at 0, total black in the alpha channel. I know Gimp sucks too much to handle that so you need an extra prog called DxtBmp to combine the alpha and color afterwards. Photoshop doesn't provided you use the right exporters so you can just paint the alpha channel the way you want.
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rattle
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Post by rattle »

KDR_11k wrote:99% darkness? Areas with no team color should be at 0, total black in the alpha channel. I know Gimp sucks too much to handle that so you need an extra prog called DxtBmp to combine the alpha and color afterwards. Photoshop doesn't provided you use the right exporters so you can just paint the alpha channel the way you want.
Don't you mean at a black of 1?
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KDR_11k
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Post by KDR_11k »

No, Alpha 0. As opposed to 255 or 1.0.
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rattle
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Post by rattle »

But that will be solid team color ingame...
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KDR_11k
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Post by KDR_11k »

No, solid team color is 255, white.
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FLOZi
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Post by FLOZi »

KDR_11k wrote:No, solid team color is 255, white.
And also 0.
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rattle
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Post by rattle »

Exactly... 255 is a shade of 254 while 0 is a shade of 255. I don't get that logic and requested to fix it. Overlaying the parts which aren't team color with an alpha value of 1 still overlays it with team color, it's only very weak (but it can be noticed!).
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KDR_11k
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Post by KDR_11k »

Strange, I use 0 on my alphas and there's no problem with it.
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rattle
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Post by rattle »

GIMP or PS?
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KDR_11k
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Post by KDR_11k »

PS and DxtBmp, Gimp uses the image transparency as the alpha for tgas (which is the most retarded way of handling it and I recall there being a huge uproar about it when Photoshop tried that crap in 7.0, resulting in all later versions using alpha channels instead) which makes using alphas for team colors almost impossible.
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rattle
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Post by rattle »

Hmm yes, you couldn't strip 32 bit images from their alpha channel. I had to export anything I'd like to work a little bit more with as DDS and then reopen it. The DDS plugin was the only thing which has a dialog which offers seperate alpha channels.
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