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Thread: PDF HoN Skinning Guide : a complete tutorial to start skinning for HoN

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  1. #1
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    PDF HoN Skinning Guide : a complete tutorial to start skinning for HoN

    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.

  2. #2
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    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.
    Quote Originally Posted by IRC
    20:11:48 | Sephinator: I got a small window.
    20:11:53 | Sephinator: I hate clouds.
    20:13:59 | SoundWizard: I hate sephiroth wannabes
    20:14:35 | @Warchamp7: i c wut u did
    Current Project: HoW40K - UI/FX Coder

  3. #3
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    Nice work. I'll put this in the customs repo and sticky it.

  4. #4
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    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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  5. #5
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    Thank you very much for the tip. I'll try it right now

  6. #6
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    Thx for the tip
    I updated the post adding more information.

  7. #7
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    Updated with a basic texturing tutorial.

  8. #8
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    Nice Update!

    But remove those [/COLOR] at the bottom of the first post. :P
    Quote Originally Posted by IRC
    20:11:48 | Sephinator: I got a small window.
    20:11:53 | Sephinator: I hate clouds.
    20:13:59 | SoundWizard: I hate sephiroth wannabes
    20:14:35 | @Warchamp7: i c wut u did
    Current Project: HoW40K - UI/FX Coder

  9. #9
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    For those who don't have Photoshop, here is a normal map filter for GIMP which is very similair to the Nvidia one for Photoshop. Once you have it installed just use S2Ari's template above, or go here for advanced instructions.
    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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  10. #10
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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.

  11. #11
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    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


  12. #12
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    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.
    Last edited by ShredderIV; 04-26-2010 at 06:58 PM.
    Quote Originally Posted by Izual View Post
    I don't have a problem with you making this post, or with your opinion. But I do have a problem with you ASKING FOR FEEDBACK AND THEN GETTING ALL DEFENSIVE TACO ON EVERYONE WHO DISAGREES WITH YOU.
    LOL

  13. #13
    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

  14. #14
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    I updated the texturing guides. more will follow soon.

  15. #15
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    I wrote a full pdf guide that is better. See first post.

  16. #16
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    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.

  17. #17
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    Write the guide, I dig it

  18. #18
    Link is broken btw

  19. #19
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    I updated the guide to 1.1.

  20. #20
    Is this still accurate with HoN 2.0?

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