..First modeling attempt.
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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.
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?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.
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?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.
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.