FOnline Development > 3D Development
Questions and Answers 3D (read the first post before asking a question)
Luther Blissett:
Some questions about modelling :
Hats
1) Now we've got a separate slot for these (and separate position in armour tracker), should they have their own separate texture file?
For example, the duster coat I did had the hat and coat on the same texture image - should this be separated and reuploaded?
2) When uploading hats, should we leave them on a "human base model", to make the size / positioning easier to work out?
Base model texture
3) You'd been working on methods to change trousers / skin colour etc by using parts of different textures on the base human model. Are there any guidelines for which parts we should / shouldn't paint over? For example, on the "Gangster suit", the collar (and top of the tie) goes above the neckline of the head :
Does the entire head need to be left blank, and I should therefore make the collar as part of the coat model?
or
Can it be drawn on, as long as it stops at a line of edges on the model, i.e. move the edge to the green or red lines I've marked?.
Graf:
As for me, it's more convenient to have one file and texture for the headwear and another file for the rest of armor. Because it was quite painful to separate headwear from the entire body.
But it's just my opinion. I think that it's better ask Karpov about such things.
Karpov:
Luther , as long as the mapping coordinates on the hat stay the same, there is no problem with the texture being part of the coat texture.
Second question, yes please :). Most of the files I recieve don't use the same scale as my model, so having the body makes it easier for me to match the size, I just scale it up or down to the height of my character, and then delete one of them.
Last question: no, you can't do that :( . The texture for the head extends to the last edge you see in the mapping coordinates. I made the division there because I wanted a round T-shirt collar, something standard, if you need anything else you should make it part of the model.
If you want to know where exactly these divisions are made, look for the material IDs in the model. When you are selecting faces, there is an option to select those Mat IDs, that will highlight the zone.
Luther Blissett:
Cool. Cheers for making that all clear. All makes sense.
I'll separate "optional extras" like hats on all future ones, so hopefully it makes it a bit easier for everyone. Unless you've already started rigging the duster coat, I can split them and reupload for you (will be a quick job to do).
I assume the material thing applies on the arms as well - so you've either got "vest" (cut off at top of arm) or "full length sleeve" (cut off at hand) on the base model, but "half sleeves" could be done with a model?
Hasina:
I hope Someone makes Skins look good on Females to, xD
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version