Today is your lucky day! If your are one of those nonconformist
people... shall next I am gonna show ya' how to retexture any skin you want to.
You'll see you won't get missed around or even get confused
with this tut because it's really easy to learn, fun to do, and rewarding
to get the expected results and every body out there with
noobish skills can do it properly if you gain some practice.
Let's divide this Tut' in two separated chapters (maybe three,
I'll see...) so if you are not interested in rendering you can learn
some retexturing and vice versa. First we gonna starthttp://files.gamebanana.com/bitpit/galeriajpg.jpg with the
most useful shit: TEXTURING. Then... when we reach a plenty command of
this simple tips I will teach ya' below, we gonna start with
the rendering tutorial which is a little longer than complex, so...
Ok... LET'S GET STARTED!
Getin' all you need
Here you got all softwares, resources and tools you will need throughout the process.
"Without all this stuff, you are so fucked."
So that's all fella' now let's get deep with the real shit!
Let's do it step by step. Here we go!
Startin' whit Half Life Model Viewer
1.-Launch Jed's HLMV.
2.-Click on “File.”
3.-Then click on “Load Model.”
4.-Then open any model you want to...
Now you have the entire view of the model (skin). You can rotate and zoom it as well to check out closely how does the textures looks.br>
hold left click and move the mouse in any direction.
hold right click and move the mouse forward and back to you.
In this module “Model Display” you have several options who will show up different attributes that HLMV let you check about the skin.
You got a really good management tool in your hands now which will allow you to check out all the skin and additions. But eventually you might notice that you got the backpack textures into the texture files compiled on the skin but you can not see it wearing at no where...
This is the way to make it visible:
1.-Move to the next slide: “Body Parts.”
2.-In the slot “Submodels” showed below choose:“Submodel 2.”
There ya go… now you the view of the backpack.
Move to the next slide called “Textures”.
The picture on center is the first texture in the list of textures compiled in this specific skin you loaded up.
Ok… this is basic.
Pick up any texture and check out some of the features that HLMV offers you!
There you have the attributes options or “Effects” you can apply on textures... a shit you wasn’t able to do with the default version of HLMV. I will show ya with some examples what this options are able to do.
It turns the textures which you decide to apply this to them like “Chrome effect”, like a super polished, shiny and very reflective metal taking as colouring reference the “environment’s colors”, the same ones which are painted on that specific texture.
Yeah... what I mean with this?:
Imagine you got a piece of highly polish bumper stolen from a car and you throw it into a garden, it will reflect the same colors that the garden expose: green, maybe some red, brown, skyblue... because those are the environment's colors from the place where the bumper is. That's the roll which colors plays on the chromed texture.
1.-Select a texture and set the “Chrome” attribute.
2.-Then go back to the “Model Display” slide and check it out!
Let's check out the next attribute option!
This basically turns textures into “ghost like” or translucent...
You can also combine the texture effects like Chrome and Additive all in one.
It sounds to be similar as “Additive” but the real shit is that nothing seems to happen when I set this up.
I don't want to check if it actually works into gameplay, perhaps something weird can occur there.
SHOW UV MAP
It shows UV map’s lines.
The border lines of the polygons projected over a 2D image (the current texture) this is very useful some times like when you are re-painting textures. You can support on them like a position reference when you are texturing with Photoshop to keep “Color Consistence” and avoid to commit “irregular jumps” into the textures who get manifested at the points where texture join each other.
So this could be a good reference when you are painting. You could save some time.
OVERLAY UV MAP
This option just overlaps the “Texture” picture and “UV Map”
This shit just make the “UV Maps’s Lines” thicker.
Ok! once you know this let's move to the next tab.
This section is very important especially at the moment of rendering. Using this property and with some good imagination you could take nice screenshots of your skins for some subsequent rendering.
Options in this section shows on a playable list all the animations that skin brings, and have also a speed grader that will allow you to see all the animations on “slow-motion” or “stop-motion” as well.
This is an old feature of HLMV, but this Jed’s version brings a nice new add who let you forward the animation "FRAME by FRAME" so now you can inclose the skin in a specific position to get screenshots you like!
We almost finish with the HLMV interface.
The last two slides... we will ignore them because they aren't vital.
Instead, we should know for what purposes can the “Options” been used:
HOW TO LOAD CUSTOM BACKGROUNDS
There's actually a way to change that default and boring turquoise background of HLMV.
The secret on this is to have a .BPM "indexed color" image... anyone, no matter size, it just must to be a .BPM format image with "indexed color mode" like the bodypart textures are.
You can apply this settings to an image on Photoshop. I will explain you how to do it below.
Then, when you finally have that image with those settings just go to "File" menu on HLMV
and you'll see below the option "Load Background Texture" click there and find out your favorite pic to set.
The thing will look just as you can see in the 4th render screen shot
¡The same thing apply for the "Load Ground Texture" option!
Now you know all this useful tips! I will show you next how to start with the textures edition process.
How to export a texture
1.- Go to the “Textures” slide on the JHLMV and pop up the textures list.
2.- Select the specific texture you want to modify, customize, recolour or any kind of edition.
3.- Once you have the texture on screen click on “Export Texture."
4.- Then save the texture in the folder you want to.
You better type an accurate name who reminds you with which part of the skin are you treating.
The texture will be saved as a .BMP file (Bit Map File), an images format which is the only one that the Valve's graphic engine (used for Counter-Strike and Half Life) supports on skins.
This files are pretty common on the web and videogame environments and each design software out there from PaintTM to PhotoshopTM supports it.
If you are working with a bunch of textures at the same time -like with a whole skin- just create a new folder on desktop and save there all the textures you'll use along the whole editing process. Doin' this way, it will be easier for ya' to keep an efficient management of textures.
If you load a skin and then you export a texture from it; it will goes to the folder where the .mdl file is contained at. As default destination.
Once you have the texture saved, just launch Photoshop and you can now start with the funny part.
Startin' with Photoshop
2.-Wait till it load his resources, plugin, and stuff.
3.-You got the main workspace:
How to open Texture files on Photoshop
1.-Go to “File” menu on top-left on workspace and click “Open.”
2.-Find the texture you just exported from HLMV and then open it.
Ok, once you have the texture already on the workspace it's almost ready to be edited up.
You can not unlock this layer if it's as “Indexed Color” mode image. So… before you can even give a brushstroke over it you must change the Image's “Color Mode” from “Indexed color” (Texture image's default color mode) to “RGB color” (more workable color mode) otherwise, you wont be able to edit almost anything on this texture cuz the available editing options for idexed color images are very very limited.
This is how you change the image color mode:
1.- Go to “Image” menu on the top of the screen.
2.- Pop up the “Mode” submenu.
Now you will note that the thumbnail in the “Layers window” (the big spot at left on workspace) blinks once. Now you got the image as “RGB Color” mode and you can now unlock the layer and start with the edition process!
Let's retexture some!
Using Ctrl+Z command in Photoshop
Like we all already know, "Ctrl+Z" is probably one of the most used command when we are making anything shit on Microsoft...
Into Photoshop it results to be similar:
Ctrl+Z > Back to the previous state.
Ctrl+Z again > Back to the current state again.
?!... It's kind of endless!!! Probably you'r wondering: " So... how can I go further back?!"
Yeah... I take some time to learn it too.
The key is that you must press and hold “Ctrl+Alt” and then press “Z” to get back to the previous state. Press "Z" as many times as you want to get to the previous state through worktime.
If you want to go ALL THE WAY BACK to the current state just press “Ctrl+Z” only.
Here you have how to exercise some of the tools you will use during the texturing process.
How to select a piece of a same image
"If ya' want to pop up the derived tools just click “right” on any tool icon in the “Tools Panel.”
Once you have the “Quick Selection Tool” on the workspace it will look something like a “pluss sign pointer” and once you drag it, it'll start to add sections of the image into the selection zone sorrounded by a sliced line.
In case that you accidentally select more space that you wanted at first and you want to push the “sliced line” back, just press and hold “Alt” till ya' have the “Quick Selection Tool” on screen and it will turns into a “minus sign pointer” which have the opposite effect than the “pluss sign pointer” of course. Then you start to reduce the selected zone.
Once you have something selected you could try now to use some “Sizing Tools.”
Lets try with “Warp” first.
This is how the “Warp Tool” looks:
I just select the boot silhouette… and then; once selected, I went to “Edit” menu and I just choose “Warp” and then a kind of wire shows up. You just have to pull away of this points, from the edges or from the wire lines 'emself (from anywhere) BUT, be careful! If u pull away from the edges a hole will appear below the image.
If u want to quit this “Warp” tool undoing the changes, just press “Esc”.
How to copy a single image
If you wish to copy a selected part, you could do one of three things:
a.- Once selected, use the "Move Tool" and click over the image and just move it. (NOT RECOMENDED cuz when you do this, the removed image will left a hole under itself).
b.- Once selected, set the "Move Tool". Situate over the selected image, then press and hold "Alt", then move the image with the "Move Tool" holding "Alt" once you disjoined it (Copy) RELEASE "Alt" cuz if you don't it will make several copies anytime you click over it to meve it holding "Alt" down. Then u can move a copi of the selected image but it will remain into the SAME LAYER.
c.- APPLY THE SECOND STEP. Then set the "Move Tool" and CUT ("Ctrl+X" > "CUT" command) the copy you just made. That way the main Layer will remain unchanged. Then you just paste the shit you cut before over the workspace. It will be pasted automaticly into a new Layer over the Layer below.
Sometimes.... you will realize that almost all the edition tools in the top menus will be shaded off, that's beccause you must select the layer where you want to work on before you can select or apply any option over it. Then you'll see that all options in menus will be available again!
The current layer where you are workin on is showed on in the “Layers window” enhanced with skyblue color.
If you want to select another layer to work on just click twice over. And if a windows shows up just click "OK".
HOW TO SET THE LAYERS IN A SPECIFIC ORDER:
When you have several Layers and there's one that you want it to be over another in order to make it visble above the others just go to the "Layers Window" on workspace and situate next to the thumbnail of the Layer you want to move. Drag that "thumbnail slot" holding click on it, then release it into the slot you want between layers.
"Just like when you move an icon on your PC desktop."
“Adjustements” is in fact another submenu you'll surelly been vistin' around very often along the whole editing process.
It have many options related exclusively to the colouring of the current image, layer or selected part on workspace.
These options are particulary useful when you are retexturing cuz in contradistinction with the “Brush Tool” it allows you to change the colouring of a defined zone on the picture without loss of details or clearness.
I will explain you next the most usable of ‘em.
It allows you to correct and modify the amount of brightness and darkness of image as well.
This option shows up a window where you gonna be able to grade the balance between color amounts (Magenta, Cyan and Yellow) in order to reach the hue you want to set on image.
This option helps you out to set brightness and darkness givin' it in a soft way.
BLACK AND WHITE
This option basically is used to turn the image in Black and White mode, but also allows you to manage the color and hues saturation.
To use this just set the property called “Tint” on.
Here you got basically all the previous colouring options mixed in a whole, here u can change the hues, set some lightness and grade the hues saturation too.
And last but not least!
This module is very very useful.
This will allow you to automaticly mix hues and give them strength, from the shadows to the highlights with diferent levels of saturation.
If ya' click once on “Original” it will automaticly reset all modifications you have done in “Variations” module.
We’re done with the “Adjustments” options.
Now we’ll continue with the “Filter Gallery” on “Filter” menu.
1.- Go to "Filter" menu on the top of the workspace.
2.- click on "Filter Gallery" (U will note that actually there's 2 submenus called "Filter Gallery" but the true is that the first one is just a re-apply option called same. So you cilck on the second one).
This will be displayed:
This module offers you over 45 visual effects that will allows to play, create and even to mix each other in order to create weird and original stuff “outa realism shit”.
Use the graders to change little setings, unique for each effect.
Once you've finished applying an effect, you can go back into the “Filter Gallery” to add another effect over the same image, or apply the same effect once again with a simply lick here:
Lets's continue with another shit.
In this main manu we can found a big list of windows and modules which can be displayed on workspaces with a simple click on them... like the "brush setings" "History record" "Layers" and more.
In this useful menu you can show up several Windows like “History” and “Brushes”.
I'll teach ya' a little trick to make the “History States” on “History Window” more extensive, so this will store a greater number of actions throught worktime and that way you gonna be able to come back from further previous actions.
This is how:
1.- Go “Edit” menu.
2.- At the botton, situate over “Preferences.”
3.- Now click on “Performance...”
4.- You must se the "History Presets" (placed at the right side of that window)
at max (1000).
Here you got the graphic example:
Now you'll have 1000 actions slots (“History States”) saved in the “History” count!
Photoshop Toolbox Reference
In this section of the websiteyou have an Easy Photoshop Tools Manual.
PLEASE FOLLOW THIS DIRECT LINK TO THE TUTORIAL:
Let's asume that you already know how to use tools and everything and you have done your textures edition whit all details and shit.
It is quite done BUT HEY!!! Still remains a crucial detail that can not be overlooked.
Recall that i told ya' before that VALVe graphic engine only support .BMP pictures over his models? And also that images must be set as “Indexed Color Mode” before save them?
You just need to change the “Color Mode” on “Image” menu.
And you set it as “Indexed Color...”
Then a windows gonna be displayed up... it asks you: Merge Layers?
This is becuz the .BMP format can not lay up the Layers info into it, it just can't be posible.
The only image format that support and store this info is Photoshop files (.PSD, .PDD).
SO! After that only remains to save it... this is the way:
1.- Go to “File” menu and click “Save As.”
2.- Below you have a slot with the diferent image formats, look for .BMP and save the texture as .bmp format.
3.- Then another window will be displayed. Click “OK” without touching anything else.
FINALLY!!! You have finished this tedious process...
BUT STILL REMAIN ONE SHIT!
Of course... you wish to see a model wearing your quite finished work on, so...
This is how you do it:
GO HLMV and follow this:
1.- Click on “Textures.”
2.- Select the texture you wish to replace for...
3.- Then click on “Import Texture.”
3.- Look out for the texture you want to set instead the old one.
4.- Click “Open”
I REMIND YOU:
It must be of the SAME SIZE than the default one.
It must be a .BMP image file.
It must be a “Indexed Color Mode” image.
It must replace the same part of the skin to keep.
QUITE DONE! =)
Hope ya' like it.