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falcon4:textures:skinoverview [2008-10-06 07:45]
snakeman fixed typos.
falcon4:textures:skinoverview [2017-10-06 14:21] (current)
snakeman http to https switch.
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 The first thing you will need are your wire frames. These are essentially blank skins, that feature only the polygons of the model, unwrapped and layed flat. This sets out the shapes that we have to now skin. The first thing you will need are your wire frames. These are essentially blank skins, that feature only the polygons of the model, unwrapped and layed flat. This sets out the shapes that we have to now skin.
  
-{{ http://tactical.nekromantix.com/images/wiki/​skinoverview_le1t.jpg }} +{{ https://pmc.editing.wiki/​images/​skinoverview_le1t.jpg }} 
-[[http://tactical.nekromantix.com/images/wiki/​skinoverview_le1.jpg|click for larger]].+[[https://pmc.editing.wiki/​images/​skinoverview_le1.jpg|click for larger]].
  
 You can export these directly from LOD Editor, for any model that is in the database. I also export the model itself to a file, and place all the wire frames as well as the model lod file into a new folder. This way i keep everything to do with my current project separate from my working F4 install. ​ You can export these directly from LOD Editor, for any model that is in the database. I also export the model itself to a file, and place all the wire frames as well as the model lod file into a new folder. This way i keep everything to do with my current project separate from my working F4 install. ​
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 Once you have LOD Editor on your PC, start it up, and find the object you wish to skin from the list of objects on the left hand side. Our example, the F-16CJ-52 is 2462 in the list. Click on the object (**1**). Now on the right hand side of the main LE window, you'll see a section titled '​Parents'​. Inside this section we need to click on the **[Normal]** button (**2**), which will open a new window titled 'LOD Parent Data'. Once you have LOD Editor on your PC, start it up, and find the object you wish to skin from the list of objects on the left hand side. Our example, the F-16CJ-52 is 2462 in the list. Click on the object (**1**). Now on the right hand side of the main LE window, you'll see a section titled '​Parents'​. Inside this section we need to click on the **[Normal]** button (**2**), which will open a new window titled 'LOD Parent Data'.
  
-{{ http://tactical.nekromantix.com/images/wiki/​skinoverview_le2t.jpg }} +{{ https://pmc.editing.wiki/​images/​skinoverview_le2t.jpg }} 
-[[http://tactical.nekromantix.com/images/wiki/​skinoverview_le2.jpg|click for larger]].+[[https://pmc.editing.wiki/​images/​skinoverview_le2.jpg|click for larger]].
  
 Again we look to lower right hand side to the 'LOD Indexes'​ section, where we click on the **[1]** button (**3**), to again open a new window, this time called 'LOD Data'. Again we look to lower right hand side to the 'LOD Indexes'​ section, where we click on the **[1]** button (**3**), to again open a new window, this time called 'LOD Data'.
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 At this point we can export the model by simply clicking **File -> Save Model As...** (**4**) then entering in a filename (such as F16C.lod) and choosing where to save the model to. Once saved, we find ourselves still at the 'LOD Data' screen. At this point we can export the model by simply clicking **File -> Save Model As...** (**4**) then entering in a filename (such as F16C.lod) and choosing where to save the model to. Once saved, we find ourselves still at the 'LOD Data' screen.
  
-{{ http://tactical.nekromantix.com/images/wiki/​skinoverview_le3t.jpg }} +{{ https://pmc.editing.wiki/​images/​skinoverview_le3t.jpg }} 
-[[http://tactical.nekromantix.com/images/wiki/​skinoverview_le3.jpg|click for larger]].+[[https://pmc.editing.wiki/​images/​skinoverview_le3.jpg|click for larger]].
  
 To also export the textures, we continue via the **[Edit LOD...]** (**5**) button, which again brings us to a new window, called 'LOD Display and Edit'. This screen shows us a wire frame image of our chosen model, but this should not concern you.  To also export the textures, we continue via the **[Edit LOD...]** (**5**) button, which again brings us to a new window, called 'LOD Display and Edit'. This screen shows us a wire frame image of our chosen model, but this should not concern you. 
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 To the right of the model, you should find a small drop down, titled '​Tools'​. We need to select the '​**Texture mapping**'​ (**6**) option, then click **[OK]** at the 'No texture nodes' dialogue that pops up. To the right of the model, you should find a small drop down, titled '​Tools'​. We need to select the '​**Texture mapping**'​ (**6**) option, then click **[OK]** at the 'No texture nodes' dialogue that pops up.
  
-{{ http://tactical.nekromantix.com/images/wiki/​skinoverview_le4t.jpg }} +{{ https://pmc.editing.wiki/​images/​skinoverview_le4t.jpg }} 
-[[http://tactical.nekromantix.com/images/wiki/​skinoverview_le4.jpg|click for larger]].+[[https://pmc.editing.wiki/​images/​skinoverview_le4.jpg|click for larger]].
  
 Now we are at the '​Texture Mapping'​ screen. Again to the right, below the first drop down, click on **[Hide Texture]**, (**7**) then just to the right again, check the **Nodes Show All** (**8**) option. Back to the Select Texture drop down, we now work through each texture, clicking on the texture number in the drop down, then on the **[Export Map]** (**9**) button, giving the texture a file name (which should just be the texture number, followed by .bmp), and then choosing to save at either 512x512 or 1024x1024. Now we are at the '​Texture Mapping'​ screen. Again to the right, below the first drop down, click on **[Hide Texture]**, (**7**) then just to the right again, check the **Nodes Show All** (**8**) option. Back to the Select Texture drop down, we now work through each texture, clicking on the texture number in the drop down, then on the **[Export Map]** (**9**) button, giving the texture a file name (which should just be the texture number, followed by .bmp), and then choosing to save at either 512x512 or 1024x1024.
  
-{{ http://tactical.nekromantix.com/images/wiki/​skinoverview_le5t.jpg }} +{{ https://pmc.editing.wiki/​images/​skinoverview_le5t.jpg }} 
-[[http://tactical.nekromantix.com/images/wiki/​skinoverview_le5.jpg|click for larger]].+[[https://pmc.editing.wiki/​images/​skinoverview_le5.jpg|click for larger]].
  
 //​REMEMBER//,​ some models have multiple sets of skins, therefore the Select Texture drop down will have MANY textures. Note the texture number of the first texture. It will be something like '//​0[2043]//'​. Once you have worked through the list of textures and come to, for example, '//​13[2043]//',​ you have exported all the wire frames you need. //​REMEMBER//,​ some models have multiple sets of skins, therefore the Select Texture drop down will have MANY textures. Note the texture number of the first texture. It will be something like '//​0[2043]//'​. Once you have worked through the list of textures and come to, for example, '//​13[2043]//',​ you have exported all the wire frames you need.
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 Now i know what the parts are, i will paint all the shapes (typically JUST the external parts first) one of the camo colors and extend this coverage 2-3 pixels beyond the limit of the wire frame shape (normally i will select the shape, then expand the selection by 2-3 pixels (**Select -> Modify -> Expand**). The just fill the selection area with the color. Then again using LE, view the model as described before. HINT, if the leave the Model Viewer open, you can view your changes as soon as you save them to a BMP file (save as a 24Bit BMP), by simply hitting the **[y]** key in the Model Viewer. Now i know what the parts are, i will paint all the shapes (typically JUST the external parts first) one of the camo colors and extend this coverage 2-3 pixels beyond the limit of the wire frame shape (normally i will select the shape, then expand the selection by 2-3 pixels (**Select -> Modify -> Expand**). The just fill the selection area with the color. Then again using LE, view the model as described before. HINT, if the leave the Model Viewer open, you can view your changes as soon as you save them to a BMP file (save as a 24Bit BMP), by simply hitting the **[y]** key in the Model Viewer.
  
-{{ http://tactical.nekromantix.com/images/wiki/​skinoverview_layers1t.jpg }} +{{ https://pmc.editing.wiki/​images/​skinoverview_layers1t.jpg }} 
-[[http://tactical.nekromantix.com/images/wiki/​skinoverview_layers1.jpg|click for larger]].+[[https://pmc.editing.wiki/​images/​skinoverview_layers1.jpg|click for larger]].
  
 Next I will track down as many line drawings of the a/c as possible. The best ones are Scale multiview drawings, that modelers will know so well, that show all the panel lines. These will be scanned in at a res that makes them a little larger than the corresponding texture wire frames are. **Desaturate** these graphics files (**Image -> Adjust -> Desaturate**) then using the Curves (**Image -> Adjust -> Curves**) tool, clean up the graphic by making the lighter shades 'more white' and the darker shades 'more black'​. Save these files. Now, to create panel lines, we simply copy and paste these line drawings into out skin files, scaling them to fit, and in the layers window, changing the Layer Type (see image) from **Normal** to **Multiply**. ​ Next I will track down as many line drawings of the a/c as possible. The best ones are Scale multiview drawings, that modelers will know so well, that show all the panel lines. These will be scanned in at a res that makes them a little larger than the corresponding texture wire frames are. **Desaturate** these graphics files (**Image -> Adjust -> Desaturate**) then using the Curves (**Image -> Adjust -> Curves**) tool, clean up the graphic by making the lighter shades 'more white' and the darker shades 'more black'​. Save these files. Now, to create panel lines, we simply copy and paste these line drawings into out skin files, scaling them to fit, and in the layers window, changing the Layer Type (see image) from **Normal** to **Multiply**. ​
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 This is the section that is most open to personal preference and technique. There is no feasible way of going through EVERY technique I know of and use, as that would take many, many days for me to type and prepare. Instead I will give a breif overview of SOME techniques; the ones i feel provide the best basis for building upon, and the ones that may encompass several simple techniques at once. The below image is a small sample of these techniques. This is the section that is most open to personal preference and technique. There is no feasible way of going through EVERY technique I know of and use, as that would take many, many days for me to type and prepare. Instead I will give a breif overview of SOME techniques; the ones i feel provide the best basis for building upon, and the ones that may encompass several simple techniques at once. The below image is a small sample of these techniques.
  
-{{ http://tactical.nekromantix.com/images/wiki/​skinoverview_weathering.jpg }}+{{ https://pmc.editing.wiki/​images/​skinoverview_weathering.jpg }}
  
 As you can see in the above image, fitting the Panel Lines, and setting the Layer Type to **Multiply**,​ will produce what we see above, as labeled //Camo Colors & Panel Lines//. First thing i normally do once i have fitted the panel lines and start weathering is to make a copy of the panel lines, then using **Filter -> Blur -> Gaussian Blur** (and a setting between 7-20), blur these panel lines. The reduce their Opacity (//the Opacity control is next to the Layer Type control, explained above//) to around 40% or a setting where you don't instantly notice them. Then the original panel line layers will have their opacity reduced to about 20%. Your skin will now resemble the second layer, labeled //Faded & Blurred Panel Lines//. Save your files as BMP and view in LE Model Viewer, and you will instantly noticed the effect. As you can see in the above image, fitting the Panel Lines, and setting the Layer Type to **Multiply**,​ will produce what we see above, as labeled //Camo Colors & Panel Lines//. First thing i normally do once i have fitted the panel lines and start weathering is to make a copy of the panel lines, then using **Filter -> Blur -> Gaussian Blur** (and a setting between 7-20), blur these panel lines. The reduce their Opacity (//the Opacity control is next to the Layer Type control, explained above//) to around 40% or a setting where you don't instantly notice them. Then the original panel line layers will have their opacity reduced to about 20%. Your skin will now resemble the second layer, labeled //Faded & Blurred Panel Lines//. Save your files as BMP and view in LE Model Viewer, and you will instantly noticed the effect.
  
-{{ http://tactical.nekromantix.com/images/wiki/​skinoverview_brushtool.jpg }}+{{ https://pmc.editing.wiki/​images/​skinoverview_brushtool.jpg }}
  
 The next technique used above, uses the same Layer Type control, but this time we are using the Brush Tool. Create a new layer (//SHIFT + CTRL + N// or click once on the new layer icon, at the bottom of the Layers windows, next to the Bin), and on this layer, start to paint with a soft edged brush or airbrush. You can change the opacity and flow with the brush tool options (along the top of the screen in Photoshop 7.0) if you wish, to gain a bit more control, as i do. I use two colors mostly, each on a separate layer. One layer is black, and one layer is white. Pictured below, you will see the spine of the F-16 skin so far. The first half shows the two layers, one black and one white (they aren't as intense as normal, as I had the flow lowered to around 10-20%) at their full opacity. The '​shine'​ and '​shadow'​ is used to give the panels some '​depth'​ and curvature. In the second half, those layers have had their opacities reduced to around 10-15%; noticeable, but not blindingly obvious. The next technique used above, uses the same Layer Type control, but this time we are using the Brush Tool. Create a new layer (//SHIFT + CTRL + N// or click once on the new layer icon, at the bottom of the Layers windows, next to the Bin), and on this layer, start to paint with a soft edged brush or airbrush. You can change the opacity and flow with the brush tool options (along the top of the screen in Photoshop 7.0) if you wish, to gain a bit more control, as i do. I use two colors mostly, each on a separate layer. One layer is black, and one layer is white. Pictured below, you will see the spine of the F-16 skin so far. The first half shows the two layers, one black and one white (they aren't as intense as normal, as I had the flow lowered to around 10-20%) at their full opacity. The '​shine'​ and '​shadow'​ is used to give the panels some '​depth'​ and curvature. In the second half, those layers have had their opacities reduced to around 10-15%; noticeable, but not blindingly obvious.
  
-{{ http://tactical.nekromantix.com/images/wiki/​skinoverview_opacity.jpg }}+{{ https://pmc.editing.wiki/​images/​skinoverview_opacity.jpg }}
  
 When starting to weather a skin, as above, subtle is the way to go. If you want it to be more obvious later, just come back and alter the opacity of the layer to a higher percentage. When starting to weather a skin, as above, subtle is the way to go. If you want it to be more obvious later, just come back and alter the opacity of the layer to a higher percentage.
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 Photos can be used by erasing all the picture around the marking (either with the eraser or a the Lasso Tool), then scale, skew, rotate and distort it to the right shape (**Edit -> Transform -> Scale/​Skew/​Distort/​Rotate**). Then we can just paste this into our skin. Photos can be used by erasing all the picture around the marking (either with the eraser or a the Lasso Tool), then scale, skew, rotate and distort it to the right shape (**Edit -> Transform -> Scale/​Skew/​Distort/​Rotate**). Then we can just paste this into our skin.
  
-{{ http://tactical.nekromantix.com/images/wiki/​skinoverview_photomarkingt.jpg }} +{{ https://pmc.editing.wiki/​images/​skinoverview_photomarkingt.jpg }} 
-[[http://tactical.nekromantix.com/images/wiki/​skinoverview_photomarking.jpg|click for larger]].+[[https://pmc.editing.wiki/​images/​skinoverview_photomarking.jpg|click for larger]].
  
 ====== Fonts ====== ====== Fonts ======
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 Of course its always easier to just type WW AF 91 800 than it is to draw it. So the way to go with all text and numerical markings, is to track down the FONT! Of course its always easier to just type WW AF 91 800 than it is to draw it. So the way to go with all text and numerical markings, is to track down the FONT!
  
-{{ http://tactical.nekromantix.com/images/wiki/​skinoverview_font.jpg }}+{{ https://pmc.editing.wiki/​images/​skinoverview_font.jpg }}
  
 ====== Decals ====== ====== Decals ======
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 Hobbyists will know what Im talking about straight away. The decals you get with your model a/c. Just scan the decals in, then you have an almost perfect set of markings just waiting to cut out and pasted onto your skin! Hobbyists will know what Im talking about straight away. The decals you get with your model a/c. Just scan the decals in, then you have an almost perfect set of markings just waiting to cut out and pasted onto your skin!
  
-{{ http://tactical.nekromantix.com/images/wiki/​skinoverview_decal.jpg }}+{{ https://pmc.editing.wiki/​images/​skinoverview_decal.jpg }}
  
 ====== Other ====== ====== Other ======
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 Many skins now feature textures that are layered on top of other textures, so that we can customize unit markings a lot easier. For example, the F-16 skin contains all unit markings for the typical F-16, within the Tail texture. This texture has area's set aside for unit badges on the sides of the intakes, nose numbers as well as fuselage markings. Only part of these area's are shown on the model by way of using a reserved Transparency color, R255 G0 B255, or **MAGENTA**. The fact that DDS textures dont use Magenta as the reserved color any more does not negate this warning in anyway. Many skins now feature textures that are layered on top of other textures, so that we can customize unit markings a lot easier. For example, the F-16 skin contains all unit markings for the typical F-16, within the Tail texture. This texture has area's set aside for unit badges on the sides of the intakes, nose numbers as well as fuselage markings. Only part of these area's are shown on the model by way of using a reserved Transparency color, R255 G0 B255, or **MAGENTA**. The fact that DDS textures dont use Magenta as the reserved color any more does not negate this warning in anyway.
  
-{{ http://tactical.nekromantix.com/images/wiki/​skinoverview_aa.jpg }}+{{ https://pmc.editing.wiki/​images/​skinoverview_aa.jpg }}
  
 Anything you draw within these Magenta area'​s,​ make sure the edges have NO Anti-Aliasing. That is, the edges are not faded in anyway. Fading the edges will allow bits of magenta to bleed through, round the edges of the marking. So in the case of an Image, make sure the edges are not blurred or anti-aliased in any way. In the case of a font, ensure that the '​**aa**'​ is set to '​**None**',​ as seen in the image. Else what will happen is, when the font is rendered, the edges of the font will be Anti-Aliased (normally this would result in a smoother, better looking letter) and let the Magenta color beneath bleed through round the edges. This will prevent that. Anything you draw within these Magenta area'​s,​ make sure the edges have NO Anti-Aliasing. That is, the edges are not faded in anyway. Fading the edges will allow bits of magenta to bleed through, round the edges of the marking. So in the case of an Image, make sure the edges are not blurred or anti-aliased in any way. In the case of a font, ensure that the '​**aa**'​ is set to '​**None**',​ as seen in the image. Else what will happen is, when the font is rendered, the edges of the font will be Anti-Aliased (normally this would result in a smoother, better looking letter) and let the Magenta color beneath bleed through round the edges. This will prevent that.
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 Select the Magic Wand tool, set its properties to a Tolerance of 1 and make sure Anti-Aliased is UNCHECKED. Now using that tool, select all the area's of **R255 G0 B255** (the **Magenta** '​Transparent'​ color, see the below example of //24bit BMP//); you can add to your selected area by holding down the **[Shift]** key and clicking on the next area. You can also unselect an area by holding down the **[Alt]** key while you click. Once you have all the Magenta selected, clear it with **Edit -> Clear**, alternatively cut it with **Edit -> Cut** or **[CTRL-X]**. You should now be able to see Photoshop'​s Grey/White checkered background, indicating there is nothing present. Select the Magic Wand tool, set its properties to a Tolerance of 1 and make sure Anti-Aliased is UNCHECKED. Now using that tool, select all the area's of **R255 G0 B255** (the **Magenta** '​Transparent'​ color, see the below example of //24bit BMP//); you can add to your selected area by holding down the **[Shift]** key and clicking on the next area. You can also unselect an area by holding down the **[Alt]** key while you click. Once you have all the Magenta selected, clear it with **Edit -> Clear**, alternatively cut it with **Edit -> Cut** or **[CTRL-X]**. You should now be able to see Photoshop'​s Grey/White checkered background, indicating there is nothing present.
  
-{{ http://tactical.nekromantix.com/images/wiki/​skinoverview_ddst.jpg }} +{{ https://pmc.editing.wiki/​images/​skinoverview_ddst.jpg }} 
-[[http://tactical.nekromantix.com/images/wiki/​skinoverview_dds.jpg|click for larger]].+[[https://pmc.editing.wiki/​images/​skinoverview_dds.jpg|click for larger]].
  
 We are now ready to save, **File -> Save As...** , select **DDS** from the drop down Format box, enter a filename (ideally the texture number) and click **[Save]**. The DDS dialogue box (see Image) now appears. the Important settings are **Save Format = DXT1 ARGB (1 bit Alpha)** and **MIP maps = No MIP maps**. You can choose to preview the texture in a variety of formats also, but pay attention to the //​DXT1(alpha)//​ preview. The area's formerly of Magenta, should now be BLACK. We are now ready to save, **File -> Save As...** , select **DDS** from the drop down Format box, enter a filename (ideally the texture number) and click **[Save]**. The DDS dialogue box (see Image) now appears. the Important settings are **Save Format = DXT1 ARGB (1 bit Alpha)** and **MIP maps = No MIP maps**. You can choose to preview the texture in a variety of formats also, but pay attention to the //​DXT1(alpha)//​ preview. The area's formerly of Magenta, should now be BLACK.
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 For textures without transparencies in them, the process is FAR easier. Its simply a case of Flattening the Image, and saving to DDS, using the same settings and outlined above. ​ For textures without transparencies in them, the process is FAR easier. Its simply a case of Flattening the Image, and saving to DDS, using the same settings and outlined above. ​
  
-{{ http://tactical.nekromantix.com/images/wiki/​skinoverview_save1.jpg }}+{{ https://pmc.editing.wiki/​images/​skinoverview_save1.jpg }}
  
 To illustrate, below we have the end product, the DXT1(alpha) with BLACK area's of transparency,​ the 24Bit BMP, with the MAGENTA transparency area. The latter is used when skinning the model in LE - Model Viewer. When converting to DDS, it is this Magenta area that needs to be selected, then cut, before the texture can be saved. To illustrate, below we have the end product, the DXT1(alpha) with BLACK area's of transparency,​ the 24Bit BMP, with the MAGENTA transparency area. The latter is used when skinning the model in LE - Model Viewer. When converting to DDS, it is this Magenta area that needs to be selected, then cut, before the texture can be saved.
falcon4/textures/skinoverview.1223279147.txt.gz · Last modified: 2008-10-06 07:45 (external edit)