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Post by thatoneguy on Jun 24, 2015 19:32:30 GMT
Hello folks; I'm posting here because I'd like to know who uses what if they don't use Photoshop. I'm looking to align alpha textures to a model I'm working on, and the main program I use for image editing is Paint.NET. Now, I'm not entirely sure said program's the BEST free alternative to Photoshop for the task I have in mind for it, so if there's a better alternative, I'm all for hearing them. Below is a preview of what I have so far with my model. I've merged the meshes and materials all into a singular "model", and each material thankfully selects the proper individual components. Now, bear in mind, I'm still VERY new at this, so don't be surprised if I ask a lot of questions. As an aside, I've noticed that certain items, modded or otherswise - like Broly's necklace for example, are either entirely void of textures, or use minimal textures when compared to the necklace on Broly himself... or I may be crazy and the CaC version of the top has just as much detail as the genuine article. Either way, should I or should I not worry about textures for Broly's necklace, here?
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Post by Komodo on Jun 24, 2015 21:49:43 GMT
Everything's free if you wear a low-enough-cut dress! If you're a classy lady like me. If you're a new school hipster kid. If you're a total daredevil. Everything else sucks. You will come to learn this, kid. missing textures usually down to those damn missing/outdated material (emm+dyt.emb) files necklace textures shouldn't have changed at all, if you want character-level detail and it really differs like you say, stick the character's model there instead
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Post by thatoneguy on Jun 25, 2015 0:05:27 GMT
Everything's free if you wear a low-enough-cut dress! If you're a classy lady like me. If you're a new school hipster kid. If you're a total daredevil. Everything else sucks. You will come to learn this, kid. missing textures usually down to those damn missing/outdated material (emm+dyt.emb) files necklace textures shouldn't have changed at all, if you want character-level detail and it really differs like you say, stick the character's model there instead Thanks for the reply, Komodo. I decided to stick with Paint.NET, and thus far, everything's worked out quite well. The textures align properly in Xenoviewer, but now I'm trying to figure out how to make the whole shebang color custom. There's a lot of individual materials to cover, though. For starters is the SKIN_bust material, and below is the list of all the other materials in the mesh. vestA vestB (From the Majin Buu portion of the mesh; I used ZReincarnation's capeless color custom Buu vest as a starting point.) arm_ring (From Beerus' top; I got rid of the neck ring and the erimaki and left these.) necklace_cloth necklace_jewelry necklace_metal (All from Broly's top/necklace.) I figured I'd have the first color slot determine the color of the vest and cloth part of the necklace even though I'm sure the main part of buu's vest and the cloth bit use different shaders, and have the second color slot determine the color of the trim and the metal part to Broly's necklace. The third color slot would determine the color of the necklace jewel, and since it seems like Beerus' armbands use a different shader, I'd have the fourth slot determine the armbands' color. So my new problem is threefold; figuring out how to make this color custom, editing the xml-converted .emm, and making sure that altering the shader of one part won't irrevocably ruin the whole thing. I'm also considering changing the shader of Broly's necklace to match Beerus' armbands or vice versa; I'm still unsure about that part, honestly... Oh, and how would I change the converted .xml back to a .emm file? It can't be as simple as just changing the file extension, right? There's probably a program for that.
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Post by lawlaw on Jun 25, 2015 0:14:06 GMT
Everything's free if you wear a low-enough-cut dress! If you're a classy lady like me. If you're a new school hipster kid. If you're a total daredevil. Everything else sucks. You will come to learn this, kid. missing textures usually down to those damn missing/outdated material (emm+dyt.emb) files necklace textures shouldn't have changed at all, if you want character-level detail and it really differs like you say, stick the character's model there instead Thanks for the reply, Komodo. I decided to stick with Paint.NET, and thus far, everything's worked out quite well. The textures align properly in Xenoviewer, but now I'm trying to figure out how to make the whole shebang color custom. There's a lot of individual materials to cover, though. For starters is the SKIN_bust material, and below is the list of all the other materials in the mesh. vestA vestB (From the Majin Buu portion of the mesh; I used ZReincarnation's capeless color custom Buu vest as a starting point.) arm_ring (From Beerus' top; I got rid of the neck ring and the erimaki and left these.) necklace_cloth necklace_jewelry necklace_metal (All from Broly's top/necklace.) I figured I'd have the first color slot determine the color of the vest and cloth part of the necklace even though I'm sure the main part of buu's vest and the cloth bit use different shaders, and have the second color slot determine the color of the trim and the metal part to Broly's necklace. The third color slot would determine the color of the necklace jewel, and since it seems like Beerus' armbands use a different shader, I'd have the fourth slot determine the armbands' color. So my new problem is threefold; figuring out how to make this color custom, editing the xml-converted .emm, and making sure that altering the shader of one part won't irrevocably ruin the whole thing. I'm also considering changing the shader of Broly's necklace to match Beerus' armbands or vice versa; I'm still unsure about that part, honestly... Oh, and how would I change the converted .xml back to a .emm file? It can't be as simple as just changing the file extension, right? There's probably a program for that. To convert the xml back to emm, you just drag the xml file to emmxml
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Post by thatoneguy on Jun 25, 2015 0:17:05 GMT
Thanks for the reply, Komodo. I decided to stick with Paint.NET, and thus far, everything's worked out quite well. The textures align properly in Xenoviewer, but now I'm trying to figure out how to make the whole shebang color custom. There's a lot of individual materials to cover, though. For starters is the SKIN_bust material, and below is the list of all the other materials in the mesh. vestA vestB (From the Majin Buu portion of the mesh; I used ZReincarnation's capeless color custom Buu vest as a starting point.) arm_ring (From Beerus' top; I got rid of the neck ring and the erimaki and left these.) necklace_cloth necklace_jewelry necklace_metal (All from Broly's top/necklace.) I figured I'd have the first color slot determine the color of the vest and cloth part of the necklace even though I'm sure the main part of buu's vest and the cloth bit use different shaders, and have the second color slot determine the color of the trim and the metal part to Broly's necklace. The third color slot would determine the color of the necklace jewel, and since it seems like Beerus' armbands use a different shader, I'd have the fourth slot determine the armbands' color. So my new problem is threefold; figuring out how to make this color custom, editing the xml-converted .emm, and making sure that altering the shader of one part won't irrevocably ruin the whole thing. I'm also considering changing the shader of Broly's necklace to match Beerus' armbands or vice versa; I'm still unsure about that part, honestly... Oh, and how would I change the converted .xml back to a .emm file? It can't be as simple as just changing the file extension, right? There's probably a program for that. To convert the xml back to emm, you just drag the xml file to emmxml Oh. Well, that sounds simple enough. Then I guess the real hurdle is determining what becomes color custom. I'm sure there's a tutorial that explains it well enough.
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Post by lawlaw on Jun 25, 2015 0:22:28 GMT
To convert the xml back to emm, you just drag the xml file to emmxml Oh. Well, that sounds simple enough. Then I guess the real hurdle is determining what becomes color custom. I'm sure there's a tutorial that explains it well enough. dbxvmods.freeforums.net/thread/57 read part 2
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Post by thatoneguy on Jun 25, 2015 2:09:10 GMT
Oh. Well, that sounds simple enough. Then I guess the real hurdle is determining what becomes color custom. I'm sure there's a tutorial that explains it well enough. dbxvmods.freeforums.net/thread/57 read part 2 EDIT - Okay, so reading that made me realize I forgot to rig the model itself. So I went and did that-- ran into some roadblocks, but I worked my way around them; imported in a separate model for the bust and added weight to that; once I've got it properly weighted out, I'm planning on replacing the bust skin of the model itself with the one I just imported. I think I'm doing... okay so far, but I'm probably needing a lot of help on rigging individual parts like this in particular. Xan's tutorial's nice and all, but I'm probably missing some specifics or something.
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Post by lawlaw on Jun 25, 2015 3:43:41 GMT
EDIT - Okay, so reading that made me realize I forgot to rig the model itself. So I went and did that-- ran into some roadblocks, but I worked my way around them; imported in a separate model for the bust and added weight to that; once I've got it properly weighted out, I'm planning on replacing the bust skin of the model itself with the one I just imported. I think I'm doing... okay so far, but I'm probably needing a lot of help on rigging individual parts like this in particular. Xan's tutorial's nice and all, but I'm probably missing some specifics or something. I've got 0 experience rigging models in blender. I use 3ds Max.
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Post by thatoneguy on Jun 25, 2015 3:56:58 GMT
EDIT - Okay, so reading that made me realize I forgot to rig the model itself. So I went and did that-- ran into some roadblocks, but I worked my way around them; imported in a separate model for the bust and added weight to that; once I've got it properly weighted out, I'm planning on replacing the bust skin of the model itself with the one I just imported. I think I'm doing... okay so far, but I'm probably needing a lot of help on rigging individual parts like this in particular. Xan's tutorial's nice and all, but I'm probably missing some specifics or something. I've got 0 experience rigging models in blender. I use 3ds Max. Well, rigging is rigging, right? I'm sure both programs follow much of the same principles. I know that in Blender you have to add weight to specific vertex groups you've selected. Either way, I took a shortcut by importing a fully rigged bust and added the bits of the costume to that. lo and behold, it worked!
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Post by lawlaw on Jun 25, 2015 5:02:11 GMT
I've got 0 experience rigging models in blender. I use 3ds Max. Well, rigging is rigging, right? I'm sure both programs follow much of the same principles. I know that in Blender you have to add weight to specific vertex groups you've selected. Either way, I took a shortcut by importing a fully rigged bust and added the bits of the costume to that. lo and behold, it worked! Lol woah
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Post by thatoneguy on Jun 25, 2015 5:27:04 GMT
Well, rigging is rigging, right? I'm sure both programs follow much of the same principles. I know that in Blender you have to add weight to specific vertex groups you've selected. Either way, I took a shortcut by importing a fully rigged bust and added the bits of the costume to that. lo and behold, it worked! Lol woah Er... belay that. It's all properly weighted, but it's still got that "T pose" malarkey going on. I might not have rigged it right... or at all. Cripes. That, and I need better textures or something; the ones I have now are too blotchy and pixelated.
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