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How to make new textures from nothing


LordRevan999

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I have been wondering that how did Obsidian and Bioware made textures for the models in games.Can I make a completely new texture of anything in the game especially doors.I am not asking of reskins,I need to know is it possible to make new textures from just a white blank paper.Please answer I need to know.And If it is possible then how can I do it.

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I think it's called light mapping or uv mapping or something, I can't model anything so I'm not sure but as for how to do it - I think unless you've made the model yourself it's best to just re-skin a texture it's exactly the same as making one from scratch except they've done the hard part already.

 

--Stream

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Max is taking a while to load up so i'll just explain.

 

Export a model from KotOR tool and import it into Max.

 

Then apply an unwrap UVW Modifier and click edit.

 

What you will now see is the UVWMap. That is what you need to skin over.

 

It's easier with custom models though. :)

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And how do get this uvwmap to photoshop and how do I make texture from It painting over is not the best solution you must see in there texture edges are present there are also darkness at some point buttons or screens are present.And If I just paint over all of it with red using normal mode,it would just seem to be a full red colored picture.

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Like DDD said you'll need the UVW-Map of a door.

All 3D objects need a UVW to apply a texture correctly.

 

But if your using the standard doors of Kotor , just use one of there textures, cause these reflect/ used the UVW-map.

 

Ofcourse the textures don't show the exact edges anymore.

 

So if you really must have, those edges, use a UVW-Map like DDD said :)

 

In Max you can easly render the UVW to a JPEG of any size, though best sizes are 256x256 px , 512x512 or 1024x1024.

 

If you got G-Max you'll just have to take a screenshot of the edit UVW-map window. Best advice here is to make this window as big as possible. Then paste it into Photoshop and make it fit into the sizes mentioned above.

 

You can then easly open this Jpeg in Photoshop, take a copy of the Layer containing the UVW map, and set its mode to Screen ( this makes all the black transparent, but the edges of the UVWmap will stay visible.

 

Then create another layer where you want to paint on.

Place it all like so in the layer palette :

 

- UVW Layer in Screen Mode

- The paint layer

- The orginale UVW map ( which will be called background or something )

 

And while back ago I made this tutorial about texture creating :

http://www.lucasforums.com/showthread.php?t=181976

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Héhéhé,

 

Here some screens to follow :p

 

Go to Tools=> Render UVW Template (Don't worry about the background of your UVW edit window, mine has a "funky" texture, made for the Unwrapping process. But you don't need that at all ! )

 

UVW_REnder01.jpg

 

Then set your options ( Width and height) for the Render of the UVW-Map

 

UVW_Render02.jpg

 

Hit the Render UV Template

 

You'll get this:

 

UVW_REnder03.jpg

 

Don't worry if certain edges aren't showing, their there. You just get a zoomed out overview.

 

Hit the "disk" icon/button to save your UVW in any image format you want.

You'll get the typical windows browse window, to set the path where you want the UVW to be saved.

 

Pick JPEG to save, you'll get a new window about the quality.

Pick the best for precise edges :)

 

Like that you have a fresh clean clear UVW-map to use as guide for a new skin/texure.

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Yep that would be this beasty , hit 'M' to get it :p

 

MaterialPalette.jpg

 

Pick one of the Material slots and look for Diffuse and just click on the small squar grey button next to it.

 

This opens a new window, in there double click on Bitmap.

 

ApplyBitmap.jpg

 

This takes you to the browse window, look up your .PSD=>saved photoshop file.

Hit Open, you'll get a new message yapping about collapsing the layers => Hit OK.

 

Tadaaa your PSD is now in 3D-Max, now select your door.

 

Hit Apply to Object in the Material palette ( marked blue in the screen) and hit Show in viewports ( Marked green in the screen).

 

You know should see your texture on the door itself. It might look ugly, thats because Max doesn't show it in high detail in the working space.

 

Look for a small Teapot Icon at the Top right of the screen, thats the quick render button.

 

This will show you the door in full detail.

 

Whats so great about this ? Well everytime you alter and save your photoshop file, it'll also get updated in Max.

 

So every time you add a detail and save , you can quickly check it out in Max. This can save you some time and its great if your just on start of your texture.

 

Though in the end you still get the best idea what you're doing when viewing the texture and door in the game itself.

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