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Chapter
3
Skinning the head & making Team
Colours.
In this chapter we will need;
A
text editor (notepad, wordpad, word etc) A graphics
program (Paint Shop Pro, Photoshop etc - best to have one that
supports layers) Modview
You will need to be
familiar with how your graphics program works - this tutorial
focusses on the skinning aspect, not the finer points of graphics
programs.
Welcome to the slightly delayed Part
3.
This week;
1. Tips for
texturing the head and face 2. We'll make team colours.
1. Tips for texturing the head and
face
Open the clean-shaven face texture in your
paint program - face_02.tga.
The face textures use
Targa files, not JPEGS, as Targas support alpha channels
(transparancies) and other such tricks. You may see the term
"shaders" bandied about when it comes to skinning. Shaders are just
special textures - perhaps ones that give a glowing, see- through,
or shiny effect. We're not going to cover shaders - maybe that's one
for the "advanced" course. ;)
OK - so you've got the face
open. The face we're going to build needs to have the eyes, nose
& mouth in the same position, as it's all proportioned for our
model's face mesh.
Have a look through some other characters
and see if there are any faces you think would look better on our
guy...
Two that are interesting faces in my opinion are
Imperial and Jedi Trainer.
Jedi Trainer looks cool.
Lets make a brand new
face without actually going through the ordeal of painting one from
scratch.
Give face_02 a new layer.
Notice the
Trainer face is 1/2 the size of the face we're working on? JO uses
different sized mages on different models. No big
deal.
Resize the trainer face 200% (double the height &
double the width).
In paint shop pro, do this by selecting the Trainer
face image, and selecting "resize" from the Image menu - clicking on
"percentage" and increasing the height & width by
200%.
Cut out the trainer face and past it into the new layer
on our working face image. Position it so the eyes are in the same
place as the eyes in the original layer below.
Save the image
(it will ask if it's OK to merge the layers for the saved file-
click yes, they will still stay intact in our working copy).
Switch to modview and refresh the textures. You'll see a
rougher looking face appear (though the nose will be wrong, or
black, depending on whether or not the old nose was visible in the
image after you cut & pasted the new face in.
Now this face looks like the jeditrainer face on a new
mesh (which is exactly what it is). We want a new looking
face, so reduce the transparency of the top layer to 50% so the old
face shows through making out face look like a blend of the original
face and the trainer face.
Check our model in Modview. You'll see the face looks a
lot better than the old one. Paste the trainer nose into the top
layer of face_02 over the existing nose.
Open up the the other jeditrainer face texture (the
side-on head texture), open up the 2 oldrepublicprisoner head
sides (head_01, head_02). Give each of these a new layer.
Copy the FLESH coloured areas from the trainer image into
the 2 ORP head images. Set the transparency here to 50% too,
so the colors will match the face we just made.
You may need
to paste the jeditrainer flesh (or parts thereof) in a number of
times to overpaint any areas that come out black when you check the
skin in modview.
Changing the hair tint.
Cut
the hair out of head_01, and paste it as a new image. It's a
medium brown colour, but let's change it to a dark brown.
In
the colour menu, select Adjust -> "gamma correction" and
drag the sliders towards 0 to darken the image.
When it's at the desired tint, copy and paste the
darker hair in over the top of the original hair in head_01.
You may wish to do this in another new layer so as not to interfere
with the one you have set at 50% transparency.
Check the
darker haired head in modview;
You can see a few flaws in my skin, a few fleshy
pixels where they should be dark, and a few dark spots where it
should be fleshy. Just use trial and error to figure where these
dark spots lie, and copy and paste areas of correct texture over
these flaws to fix them, possibly blurring the edges if the seams
are obvious.
Hint: This technique of putting one
image over an existing template and then fading the top image to
let the bottom one through is also a good way to make custom flesh
for bare arms and legs. Though on the top layer you can use a
photo of someone's arm stretched to the same shape as the arm
underneath. Similarly, if you wish to use a
photograph as a base for a face, put it on a layer above an existing
JO face, resize it so the position of the eyes, nose and mouth are
in the same position as the original face and possibly fade it out a
little so a bit of the original face shows through.
Another good tip is when you have a lot of flesh, and
are finding it hard to match the colours between different texture
images (eg. Face, neck, side of head) turn all your images to
greyscale, then recolour all of them the same
hue.
In Paint Shop Pro, choose
"greyscale" from the colour menu, then in the colour menu
increase colour depth to 16 million colours (as
greyscale reduces the colour depth to 256 colours). Then choose
colourize form the colour menu, and work with the sliders
until you get a nice flesh tone.
Theron adds a tip for
photoshop users; There are several ways to tint skin color in
Photoshop, this is possibly the easiest. First (if you need
to) use Levels or Curves located in the Image/Adjust menu to
spread out the tones in the image. Make sure it's in Greyscale mode
by going to Image/Mode and select Greyscale, then go
back to Image/Mode and select either RGB or CMYK
color. Next use either your lasso, or pen tool to make
your selection. Now you'll start coloring. Go to Image/Adjust
and select Variations. The hue adjustment in the
Variations box is especially helpful for creating skin tones. After
your finished with Variations (If you need to) go to Image/Adjust
and select Hue/Saturation to add more subtle color variations
to the face.

Then use your "lasso" tool to select the lips, and
recolour them slightly redder;

You can also play around with reddening the cheeks, or
applying makeup to female characters in this manner.
2. Teams colours.
Team colours are
easy if you are comfortable with the colourise feature (as you
should be by now).
Let's open up the 3 legs variants;
legs.jpg, legs_blue.jpg, legs_red.jpg.
Copy and paste our customised legs.jpg into
legs_blue.jpg and legs_red.jpg.
In
legs_blue.jpg select the red area.
You can do this by
using the magic wand to select everything within a certain
colour tolerance, or you can manually use the lasso (set on
point-to-point) to mask off the red area.
Then use the colourise tool and set the hue slider and
saturation slider until the red turns the desired shade of
blue.
In this case there's nothing much to do with the red legs
at all. Do the same for the torso; paste a copy of
torso.jpg into torso_blue.jpg and
torso_red.jpg, masking off various coloured sections and
using the colourise tool to make the red bits blue (for
torso_blue.jpg)...

I decided to turn all the gold trim grey in the red-team
skin to make it a little different to the default Skin. I did this
by using the lasso tool to select the various areas of gold and
turning the gold bits grey (in torso_red.jpg). An easy way to
make grey is to set saturation at 0 in the colourise
toolbox.
Do the same for the boots - copy the original
boots_hips.jpg into boots_hips_red.jpg and
boots_hips_blue.jpg and colourise the bits accordingly.
In modview, expand the "skins available" option, and
double click "red". You should see your red team skin when the
textures reload;
Now check out the blue skin.
Notice how the gloves still have a red design. If
we look at our available images, there's no team version of
basic_hand.jpg. That's because the prisoner we based this
skin off had flesh coloured hands in all skin colour
variations.
This isn't a problem however. Open up
basic_hand.jpg and save it as red_hand.jpg, and save
as (again) as blue_hand.jpg.
Now open up
red_hand.jpg (blue_hand.jpg should still be open from
the last "save as").
Recolour the hands accordingly - turn
the red patch blue for the blue_hand.jpg image, and maybe
turn the yellow trim on red_hand.jpg grey.
Now we go
to our text editor and open up the file in the
/oldrepublicpilot/ directory model_blue.skin.
Remember this file tells the model where to look for its
textures. Locate where it
says; r_hand,models/players/oldrepublicpilot/basic_hand.tga
and
l_hand,models/players/oldrepublicpilot/basic_hand.tga
Change these to read
r_hand,models/players/oldrepublicpilot/blue_hand.tga
and
l_hand,models/players/oldrepublicpilot/blue_hand.tga
Now the blue skin will look to our newly created
blue_hand.jpg for the hand texture.
(Don't worry about the tga / jpg
discrepancy - JO will firstly look for blue_hand.tga, then if it
doesn't find one, it will look for blue_hand.jpg)
You
will need to go file -> new in modview to clear the old
model (well, the model's old skin file, really) out of memory, and
then re-open the model.mvs file to see the new blue
hand.
Do the same for the red hand if you decide it's worth
losing the gold trim for the red team's glove.
Now here's a
fun idea that isn't done too often. Our team colour designs are
pretty similar to the original default model, especially the red
team. So lets change the faces of our team skins so all three
characters look different!
Let's make the blue team skin a
chiss.
Open up the 3 images used for the model's head
textures; head_01.tga, head_02.jpg, face_02.jpg.
Save
each one as blue-*.jpg - eg blue-face_02.jpg, blue-
head_02.jpg, blue-head_01.jpg.
Use the colourise tool to
turn each into an appropriate shade of blue.
Now we need to tell the skin file to use these 3
new blue textures for the blue skin's head.
Now we go back
to our text editor and open up the file in the
/oldrepublicpilot/ directory model_blue.skin.
Change head_01 to blue-head_01, head_02 to
blue- head_02 and face_02 to blue_face_02.
Save. Return to modview. File -> new to clear the old skin
file out of memory, and reopen our model and examine the blue team
skin;
Sweet - now he's a Chiss!
Let's give the
red skin a goatee beard.
Open up face_02.jpg and save
as red-face_02.jpg. Open up the old face_01.jpg (the
original prisoner face we didn't use). Cut out around his moustache
and his beard (not all the beard, just a goatee shape).
Copy
& Paste this into red-face_02.jpg
Now go into model_red.skin in your text
editor and look for face_02. Replace with red-face_02
and save.
File -> new in modview, reopen model.mvs
and you should have a bearded Red team guy now;
Summary OK, so we've blended 2 faces
together to make a new, unique face. We've tinted the hair using
gamma correction. We've made a consistent flesh colour by
turning various textures to greyscale, then recolouring. We've
copied our default images into the team colour images and masked off
areas to be retinted. We've edited the skin files to point to
brand new textures (new faces for teams, new blue
gloves)
Next time. Getting the skin in-game. Taking
screenshots. Making icons. http://boards.theforce.net/message.asp?topic=8874551
jp-30
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