Fed up, asking for help... - Page 2

Fed up, asking for help...

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

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LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

yup, I know....


I've been busy with work, haven't had a day off in weeks...

Usually I have some time at work to work on spring stuff... but the last 4-5 days, we have had LOTS of High School functions here at the hotels.. and as the night auditor.... I have LOTS of crap to deal with when there is 180 highschool punks running around my building.... :roll:

but yeah, they left tonight, and my spring break started today :-)

I should have some time to whip some fun stuff out, and maybe even get a game or two in... haven't gotten to do that in awhile :P
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Just incase yo havnt resolved your black features mate...

After you made the texture in photoshop, hit channels, and add in an alpha channel and fill it black, which should put a red overlay over your image. Then save as a tga with alpha.

Somthing that I found out though... when you reopen the image, photoshop asumes that the alphas wrong as its fully alpha, so it inverts the channel to make things visible. Hence you have to re-do that step everytime you go to save! Stupid I know.

Also, remeber that the UV maps are upsidedown, so you have to do a vertical flip on the image for it to look right in game. (or you could look at it as upspring saves the coordiantes upsidedown... either way you have to flip the image...)

aGorm
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

aGorm wrote:Somthing that I found out though... when you reopen the image, photoshop asumes that the alphas wrong as its fully alpha, so it inverts the channel to make things visible. Hence you have to re-do that step everytime you go to save! Stupid I know.
Just put it as 99 rather than 100 fool!
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

WHY? aslong as i always save it the right way round there is no problem. Being 99% corect and 1% team colour would jsut sux, when its so easy to just click once on the fill tool and then 1 more click on the alpha chanel.

I was mearly comenting that when you reopen, if someone did it the right way, you wound't know. I wasn't looking for some sort of work around.

aGorm
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

aGorm wrote:Somthing that I found out though... when you reopen the image, photoshop asumes that the alphas wrong as its fully alpha, so it inverts the channel to make things visible. Hence you have to re-do that step everytime you go to save! Stupid I know.
How is redoing it easier than setting it to 99% darkness once, especially when it doesn't add any hint of team colour?
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LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

he's a perfectionist like me....

we like things perfect... :wink:
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

Well said.

aGorm
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

hm..
use psd, do a save copy for the targa :roll:
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

But then you have two images... 1 of which you dont realy need unless you actully think you gonna need to edit it with your original layers intact...

but It doesn't realy matter. :-) Im not fussed.

aGorm
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

aGorm wrote:But then you have two images... 1 of which you dont realy need unless you actully think you gonna need to edit it with your original layers intact...

but It doesn't realy matter. :-) Im not fussed.

aGorm
You should always keep the source image. You never know when texture tweaking will be nessicary and you'll be banging your head against a wall because you don't have a backup.
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