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04-06-2012, 06:56 AM
(This post was last modified: 05-05-2012, 05:36 AM by Perseus.)
Taking a short break from SSBB to rip for my general model submission thread
(And also yay! I found a way to make my icons look nice! )
(Click the icons to download)
Thanks for looking, and there'll be plenty more coming soon
Thanks to:
Roxas358 - supplying me with the KH files
Peardian & Roxas358 - helping me get the Star Wars textures sorted out
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Very nice models, only thing is that you named your textures for C3PO abit weird. It would have made more sense if the diffuse maps had the C3PO Head/Body instead of the normal maps having them. Normally I name the normal maps example C3PO_Normal. My opinion so you don't have to change it per se
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Anyway I can improve is gladly welcome! It's my first time with those RGBA textures so I'm liable to get confused a bit
I've changed the C-3PO texture names to make them less weird
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04-06-2012, 09:49 AM
(This post was last modified: 04-06-2012, 09:50 AM by Roxas358.)
So what did you have to do to get the normal maps to look like that on C3PO?
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Well...
Peardian Wrote:Make a new image/canvas/file with the same dimensions as the image you're going to recombine. Make three layers, with the top two being the Alpha Channel image and Green Channel images you split from the original. The bottom layer should just be solid blue color (#0000FF).
Next, you need to blend the Alpha Channel image with pure red (#FF0000), with the blend mode set to "Multiply". I'd be more specific, but each program has its own way of doing it. The idea is to reduce the Alpha Channel image to only use the R of RGB. Similarly, you're going to blend the Green Channel image with pure green (#00FF00) with the blend mode set to "Multiply" again.
With those steps done, you will have three layers that hold the R,G, and B of your completed image. All that needs to be done is combine them. To do this, simply set the Blending/Mixing mode of the top two layers to Additive/Exclusion (I don't know why they use that term, Additive is better). The result will be the nice blueish-rainbow images you saw in DW.
I hope that's clear enough. I'm afraid I'm only familiar with the interface for Fireworks, so I can't really be more specific about buttons and such.
[...]
Oh, you're using Fireworks? Great! Then I can definitely be more specific.
When you select any object, you get a set of options:
-a checkered box with "100" next to it, which is the Opacity
-a dropdown box that says "Normal". This is the blending mode
-a list of Effects, with Add/Remove (+/-) buttons
In the Blending mode drop-down box, simply select Exclusion.
Also, since you're using Fireworks, I can show you an easy way to multiply a color with the desired layers. (Note: Make sure you keep track of which one is which! The one that looks like light is coming from directly above is the one you make Green.) So, to multiply a color with an object:
-Click the + button
-In the "Adjust Color" category, choose "Color Fill"
-In the little box that comes up, change the drop-down box to say "Multiply"
-The default color is pure Red, which is good. If you're doing the Green Channel image, change it to pure green.
By the way, instead of making a layer for blue, you can also just set the Canvas Color to blue. This will have the same effect.
HNNNNGH. This is fantastical! Wonderistic! Fabnomenal!
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04-07-2012, 04:44 PM
(This post was last modified: 04-07-2012, 04:44 PM by Perseus.)
Characters
BTW if anyone wants a specific character ripped from Kingdom Hearts or Star Wars, just ask and I'll see if I can get it for you
How did you rip the Star Wars stuff? Does that game use the unreal engine and you just converted the .PSKs?
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Xentax... these guys are genius...
http://forum.xentax.com/viewtopic.php?f=...3&start=15 (04-07-2012, 05:44 PM)Mighty Jetters Wrote: How did you rip the Star Wars stuff? Does that game use the unreal engine and you just converted the .PSKs?
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Ja! Well, sort of. I read that topic, but I couldn't understand it So I showed it to a friend in real life (who happens to be a technical genius) and asked if he could manage to get the files from my copy of the game. He did and sent them to me in .gto format (and since Noesis has a SW:TFU .gto plugin, I could easily import them into Noesis)
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04-08-2012, 07:47 AM
(This post was last modified: 04-08-2012, 07:53 AM by TGE.)
Well, you must be very lucky to have a technical genius as friend (04-08-2012, 05:38 AM)Perseus Wrote: Ja! Well, sort of. I read that topic, but I couldn't understand it So I showed it to a friend in real life (who happens to be a technical genius) and asked if he could manage to get the files from my copy of the game. He did and sent them to me in .gto format (and since Noesis has a SW:TFU .gto plugin, I could easily import them into Noesis)
And I believe these scripts are either MaxScripts or QuickBMS....
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Very nicely done on these!
Though, for Darth Maul, you included his Lightsaber textures, but his model doesn't include his Lightsaber.
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Oh derp I didn't actually realise that
Updated
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04-14-2012, 12:49 PM
(This post was last modified: 04-14-2012, 12:49 PM by Perseus.)
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