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Looking for help with Textures


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Hello,

I hope someone can help me but, I am not very good at making textures. I was trying to convert one of Sevennity's body textures over to HGEC and Roberts male bodies with a recolor (and credits to Sevennity of course) but I cannot get the seams to line up right.

Also I have gotten a lot of requests to make this a race.

I have some concept images from in game:

http://tesnexus.com/imageshare/images/891346-1305087358.jpg

http://tesnexus.com/imageshare/images/891346-1304832074.jpg

http://tesnexus.com/imageshare/images/891346-1305962795.jpg

 

 

Any help would be greatly appreciated and credits given. I'm just out of options and don't want to release it the way it is.

Thank you for your time.

Edited by Garrett666
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Hello,

I hope someone can help me but, I am not very good at making textures. I was trying to convert one of Sevennity's body textures over to HGEC and Roberts male bodies with a recolor (and credits to Sevennity of course) but I cannot get the seams to line up right.

Also I have gotten a lot of requests to make this a race.

I have some concept images from in game:

http://tesnexus.com/...-1305087358.jpg

http://tesnexus.com/...-1304832074.jpg

http://tesnexus.com/...-1305962795.jpg

 

 

Any help would be greatly appreciated and credits given. I'm just out of options and don't want to release it the way it is.

Thank you for your time.

 

I can't really see the issue from the SS. Care to elaborate?

I would work on the originalHGEC and Robert's male texture then paste a 50% transparent Sevennity texture trying to align the seams. See what it does, when happy just delete underneath layer and opacify Sevennity.

Is that what you meant or is this some UVmap prob?

 

PS don't hesitate to PM me for bumps, this forum is starting to grow so I may not see your answer.

I mean PM on TOP of going on with this thread.

 

Cheers!

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Thanks for the reply,

The issues are the hands, feet, and the neck. The way the Sevennity's hands UV map is ran the textures are warped and are way too small for the HGEC body, and the feet just wrap weird. I also only have Gimp and Nifskope.

The reason the images don't look like they have issues is because I took care in hiding them by camera position for image share.

Here is a censored SS from Nifskope http://tesnexus.com/imageshare/images/891346-1305999674.jpg

Edited by Garrett666
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Thanks for the reply,

The issues are the hands, feet, and the neck. The way the Sevennity's hands UV map is ran the textures are warped and are way too small for the HGEC body, and the feet just wrap weird. I also only have Gimp and Nifskope.

The reason the images don't look like they have issues is because I took care in hiding them by camera position for image share.

Here is a censored SS from Nifskope http://tesnexus.com/...-1305999674.jpg

 

ROFL on your censored version, only a very sick Zombie surgeon will have a hard on :)

That being said, what's with the same method applied to local textures?

So in other words, can't we modify your current textures to fit the patterns of the body you like to use?

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Hello,

I hope someone can help me but, I am not very good at making textures. I was trying to convert one of Sevennity's body textures over to HGEC and Roberts male bodies with a recolor (and credits to Sevennity of course) but I cannot get the seams to line up right.

 

Any help would be greatly appreciated and credits given. I'm just out of options and don't want to release it the way it is.

Thank you for your time.

I would do a projection/raycast bake to transfer maps across different UV layouts. This can be done in Max, Maya, blender, and I would think xnormal. xnormal might be the easiest option for someone who doesn't already know this technique. No hand editing of textures required. Also be sure to get the original uncompressed textures if you can. recompressing textures is not to be done if possible.

 

You want to be doing projection painting, and using a clone stamp to cover seams. Photoshop, Mudbox, ZB light box, 3dsmax viewport canvas, and I think blender can do a projection painting as well.

 

It's better faster stronger than hand editing seams. also whats up with the nasty seam cutting the thighs in half. :/

Edited by Ghogiel
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Thanks for the reply,

The issues are the hands, feet, and the neck. The way the Sevennity's hands UV map is ran the textures are warped and are way too small for the HGEC body, and the feet just wrap weird. I also only have Gimp and Nifskope.

The reason the images don't look like they have issues is because I took care in hiding them by camera position for image share.

Here is a censored SS from Nifskope http://tesnexus.com/...-1305999674.jpg

 

ROFL on your censored version, only a very sick Zombie surgeon will have a hard on :)

That being said, what's with the same method applied to local textures?

So in other words, can't we modify your current textures to fit the patterns of the body you like to use?

 

I unfortunately flattened the dds so besides my badly done conversion all I have left is the original textures.

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Hello,

I hope someone can help me but, I am not very good at making textures. I was trying to convert one of Sevennity's body textures over to HGEC and Roberts male bodies with a recolor (and credits to Sevennity of course) but I cannot get the seams to line up right.

 

Any help would be greatly appreciated and credits given. I'm just out of options and don't want to release it the way it is.

Thank you for your time.

I would do a projection/raycast bake to transfer maps across different UV layouts. This can be done in Max, Maya, blender, and I would think xnormal. xnormal might be the easiest option for someone who doesn't already know this technique. No hand editing of textures required. Also be sure to get the original uncompressed textures if you can. recompressing textures is not to be done if possible.

 

You want to be doing projection painting, and using a clone stamp to cover seams. Photoshop, Mudbox, ZB light box, 3dsmax viewport canvas, and I think blender can do a projection painting as well.

 

It's better faster stronger than hand editing seams. also whats up with the nasty seam cutting the thighs in half. :/

 

 

Sadly I only have Gimp, I do have blender but can't figure it out, and I cannot afford a real Photoshop. As for the nasty seam that where Sevennity's UV map split for the legs so that line is from where his torso texture is and the leg texture (I cut and pasted and didn't go back in and hand edit it to make it look strait) I probably got way in over my head, but I do like your suggestion with projection painting than hand editing.

Edited by Garrett666
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xnormal is free. http://www.xnormal.net/1.aspx

this could be useful for baking across different meshes, ie from high poly models to low poly, ala normal and AO maps. or baking a meshes texture on to another different , but slightly similar mesh that has a completely different UV layout via raycast baking.

 

and blender projection painting...

Edited by Ghogiel
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