September 06, 2010, 11:41:21 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: Please note, in order to be granted permission to post simply make 10 posts in the "Newbies Post Boost" section. This is in an effort to keep spam to a minimum on the boards. Thank you for your patience.
 
Pages: [1]
  Print  
Author Topic: Mod ideas  (Read 1246 times)
0 Members and 1 Guest are viewing this topic.
Xaltar
Administrator
Poster
*****
Posts: 71


Almighty Admin


Email
« on: April 16, 2008, 10:18:01 PM »

Got an idea? Pitch it to the forums here.
Logged
Erelas
Poster
**
Posts: 34


WWW Email
« Reply #1 on: August 30, 2009, 01:02:26 AM »

Okie dokie, here's my broad idea. 

Someone who happens to be particularly good at working with the texture maps for PC's / npc's in VTMB, please put together a "blank" map for reference.

Idea being that then anyone with a bit of artistic ability could then throw the map into Photoshop and place textures over it knowing that everything would closely line up.

Mark landmarks on the maps that correspond to the models, bellybutton and nipples (male and female) comes to mind as being good landmarks.

At the moment, I do things the hard way.  Move my textures over an existing clothing map (sorry if my naming conventions are not technically correct, I use what works for my brain), fade them out, overlay as close as possible, then merge and pack up to import into a game save and see if an arm or head is missing.

If there's an easier way, I'd love to know, or, if "anyone" has the good sense to slave over a blank map like I am thinking, of clothing would "flow" out for the models like wine.
Logged

"Asking all the n00b questions, so you don't have to"
Dehu
VTMB Mod Creator
Global Moderator
Poster
*****
Posts: 316



Email
« Reply #2 on: August 30, 2009, 12:24:25 PM »

It is a bit work to set up blender and it may take you 2 to 3 days to learn the ins and outs, but using blender you can create a "UV" map, which basically is a white or black image showing how the polygons edges line up.You could use that as a base layer to do your deformations over without having to restart the game constantly. 

I think I understand what you are saying. Why make the texture artists use blender if we could just save off UV maps of all the models in a directory that comes with the mod (or outfit developers kit).

Hmm.. I will think about it. I probably wouldn't do it for everyone (There are like over 300 character models in this game), but I could see doing it for the 25 or so companion options.
Logged
Pages: [1]
  Print  
 
Jump to: