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Skinning model textures from UV maps


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I was wondering if anyone has any suggestions on custom painting model skins based from UV maps imported into Paint?

My understanding so far is to open the UV map in Paint and add new layers to actually paint on leaving the original UV map image untouched. Is this more or less right? I use Truespace 7.6 to model, and it's version of UV map editor to create my cubic mapped models. Then after creating the UV map link to Paint as my external painting program as a TGA file. The files open just fine and I know how to add a new layer for actually painting the texture map using the original layer as a template. I guess this is where I draw a blank as to what to do next? Should I just simply duplicate the original layer rather then add a new blank layer and set the transparency somewhere less then completely solid?

I model for a game called Battlezone II Combat Commander making fighting units like Tanks and such as well as props like trees and buildings. I'm trying to get a broad understanding of how to use Paint to create such custom skins for my ships and other props that I make for the game. Tanks, aka BNG on the BZU modding community forum.

Casual Caligari Truespace 3D modeling hobbyist and Battlezone 2 Combat Commander model maker.

http://gamespacelite.freeforums.org/ucp.php?mode=login

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When i make my textures using Paint.NET i always keep a black (0 0 0) background and not include it in the actual image before flatten. And it would probaly be a good idea to keep the skin itself in one layer, and the UV Mapping & background color in an other. me myself is making 3D models n' textures for Re-Volt, but I usually start by making the textures and afterwards UV Map because I find it a little easier. I think it is a good idea to keep everything on their own layers. Oh, and i would like to see the trees you mention. I like to make vegetation myself, thats why im interrested :wink:

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I could post some screen shots from BZII as well as some of the plants I've made using mostly using a 3d modeler called Gamespace lite (now obseleted and currently replaced by Truespace 7.6/6.6); both version are in the same 3d package. I save mostly in the X file format out of TS 7.6, then convert them to an older SI XSI format that the game supports. My biggest problem now is learning to master Paint.NET using layers to paint realistic skins to put on my models and props. Paint looks easy enough to use and I love the advanced features it supports, but I really need to learn to work on my artistic skills quite a bit. amibzwwtmd.thumb500.jpg

Casual Caligari Truespace 3D modeling hobbyist and Battlezone 2 Combat Commander model maker.

http://gamespacelite.freeforums.org/ucp.php?mode=login

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What I'd really like to figure out to do is how to set the transparency to overlay painted objects over the existing material colors like the different colors of organic things like tree bark, plant parts, so that my plant props look more natural. Basically, just to add simple accents that also reveal the underlying material colors already applied to the plant parts. I need to figure out how to use Paint.nets alpha channel mask controls to save an image that would allow transparent areas where the original material colors should show through. If I can figure it out then my plant textures could be relatively easy paint and quite simple to paint.

Casual Caligari Truespace 3D modeling hobbyist and Battlezone 2 Combat Commander model maker.

http://gamespacelite.freeforums.org/ucp.php?mode=login

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Maybe I am wrong or sound like I think you don't have experience (this is not the case at all), but do you mean, coloring with a transperant color on another color? If thats so, then just press the "Advanced" button and then you will find what you need.

If you mean making a layer more or less transperant (all pixels), then try Bolbaits Transperancy Plugin :wink:

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