TriggerGod Posted September 7, 2008 Share Posted September 7, 2008 Hi, I'm taking a shot at UV Mapping, and, well, I took the sixth Caucasian female's model, made changes, and, I just wanted to know how the eye area in the UV Map connects with the eye part of the texture. I wish to know this, as, I'm trying to give this skin Heterochromia. (aka when you have 1 eye colored differently then another, which is called Complete Heterochromia) and, once I know how the eye part of the face and the actual eye area in the texture connect, I can move on. Link to comment Share on other sites More sharing options...
svösh Posted September 13, 2008 Share Posted September 13, 2008 Hey, I tried what you are asking for. To get David Bowie eyes on my player In max I opened up pfhc04 , hid the bones and helpers, then got to business, heads are tricky we only have one tool for them and it's limited in what can be done. So, I selected the left eye called eyeLA I pulled up my materials , hit [m] and went to kt to extract pfhc04d3 as her dark head will have the same uv mapping. I applied the map to the second slot on my materials and then to the eye mesh confirmed replacement of tex. Did a test render to see it was working, it worked so carry on to export Hit the aroura base exported and prepared it for taina's replacer renamed it as _new like we are told in the read-me and on I went fallowed all the steps and got an error in my mdx creation, i tried a few more times on the last try I got no error, but once in game , there was no change at all on the model , it appears the replacer doesn't edit material names only vert and uv x,y,z coordinates then it was on to mdlops renamer.. made the texture edit , but , in game the head lost all animations. so your only bet now would be to hex edit the model carefully only replacing the texture reference for either eyeLA [left eye mesh] or eyeRA [right eye mesh] with one of the chosen dark transitions for that skin. because it already has been skinned to fit that uv map. Good luck , my hex editor wasn't up to the job i looked for eyeLA then searched around there for any ref to pfhc04 to replace with pfhc04d3 but found none , doesn't help the aroura base's name is pfhc04 and so are all the skin references on the model svösh Link to comment Share on other sites More sharing options...
TriggerGod Posted September 13, 2008 Author Share Posted September 13, 2008 so your only bet now would be to hex edit the model carefully only replacing the texture reference for either eyeLA [left eye mesh] or eyeRA [right eye mesh] with one of the chosen dark transitions for that skin. because it already has been skinned to fit that uv map. So, what your saying here is that I should take the dark head, skin it to have the eye I want, and hex-edit (carefully) to get the effect on the normal head...? (head asplodes) Link to comment Share on other sites More sharing options...
svösh Posted September 13, 2008 Share Posted September 13, 2008 Ya basically, if you never see the dark head skins then it won't matter if it doesn't have a typical pale evil looking eye, I play light side so I've only see the dark heads in kt myself. So edit the dark head to have the eye you want and hex edit the model to reference either the left or right eye svösh Link to comment Share on other sites More sharing options...
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