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Dragon Ball Xenoverse Textures
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(03-24-2017, 01:18 PM)GentlemanPotato Wrote: Looks good but I'm planning on importing it into Sm4sh Bros so I'll just apply the colours to the lines and see how good it looks. How would I go about separating the damage from the outlines?

Remove all RGB (except in the case of colour textures. quite rare, best example is Cell's body).
Copy the outline texture from the alpha layer into RGB and invert it so the outlines are black.

That and some nice background colours are all you really need.
It might help to export UV layout from blender as a PNG and stick that on top in photoshop to see what parts need to be coloured.
I use multiply layer blending for outline layer, and tweak the brightness/contrast to soften the horrible blur effect from the outlines.

When you're done, the texture map and the model should look something like mine below:

[Image: e61ff9a30e4f4aeb910a6bc45e67a13a.png]
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Messages In This Thread
RE: Dragon Ball Xenoverse Textures - by Komodo - 03-02-2017, 11:15 AM
RE: Dragon Ball Xenoverse Textures - by Komodo - 03-24-2017, 10:12 AM
RE: Dragon Ball Xenoverse Textures - by Komodo - 03-24-2017, 05:33 PM
RE: Dragon Ball Xenoverse Textures - by Komodo - 03-28-2017, 11:46 AM

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