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Hi HoNers,
Here is a guide designed to help skinners :
http://pogs.free.fr/HoN/Packages/Skinning_Guide_1.1.pdf
I hope it will help you![]()
Last edited by PogS; 06-11-2010 at 08:00 AM.
You can add that thing about HD textures aswell.
I have a number since the beginning of december so I need to create a skin soon.![]()
Current Project: HoW40K - UI/FX CoderOriginally Posted by IRC
Nice work. I'll put this in the customs repo and sticky it.
Here are the settings I use for the NVidia Normal Map Filter to convert greyscale images to Normal Maps, hope it helps:
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S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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Thank you very much for the tip. I'll try it right now![]()
Thx for the tip
I updated the post adding more information.
Nice Update!
But remove those [/COLOR] at the bottom of the first post. :P
Current Project: HoW40K - UI/FX CoderOriginally Posted by IRC
Last edited by BlacRyu; 01-11-2010 at 10:49 PM.
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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I updated the guide to add the latest experience I gathered from playing with the skins/material.material and from S2Ari's advice and help.
I'm having some trouble with the normal map..
At the moment I'm doing a Nero texture for Witch Slayer and wish to make his hair spiky (I removed his hat) as it is just a round and lifeless semisphere
Yeah, I dont quite understand how the normal map is edited or w/e. How do you get it to the pink color it opens under? do you use the filter just from the color.dds?
edit: the only real difference between the one in the folder and the one created by making the normal map from the greyscale color.dds is the one in the folder has no red channel in RGB.
i think its just the red channel is in the alpha channel for some reason, but thats only in game files probly happens when converting to dds, i think when modding you can just usea normal "normal map" ;f
I updated the texturing guides. more will follow soon.
I wrote a full pdf guide that is better. See first post.
Should be noted that you can also use blender for getting the uv map.
No need to bother S2 artists this way
Might even write a guide for that if I have some free time.
Great guide btw.
Interesting to read.