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In the second part of this tutorial, I'll show you how I create and put a texture on the weapons we've just made.
To create my texture I use Adobe Photoshop 7, so if you have an older version of Photoshop, than some commands, shortcuts, tools,... may be different. If you use Paint Shop Pro, I'm sure that you can use my tutorial too.
1- First you need to launch Photoshop lol. Open "magyar_ak47.jpg" the picture with the two ak47 on it. Never modify this file! It's the reference pic and we need to be able to use the original in case we make an error. Now create a new file w/ "Ctrl+N" with 256 pixels for the width and height, dont change the rest of the params. Why 256x256? because it's the biggest we can get in DS and I like to have a detailed texture.
Return to the "magyar_ak47.jpg" pic and select the Move Tool "V" key. Click anywhere on the pic, drag it and drop it in the new file. Ok now you can see that the gun is too big to fit in the pic so we'll have to cut it in the middle and scale it. Since the body and the barrel of the gun are sepparated, we can easilly cut the texture there. We could cut the rear of the texture in the same way, but I'm too lazy LOL.

The yellow and red color in the above picture have been edited in photoshop, not in SiegeMax.
We'll scale the pic until we only see the yellow part of the gun. Like this:

How? Press "Ctrl+T" for free transform, it can also be found under the Edit menu. Press and hold the "Shift" key to use uniform scale and scale then move the pic to get something like mine. If you cant see the little scares that are use to scale your pic, than maximise your window.
Duplicate the layer1 by right-clicking on it in the layer window and choose duplicate layer. Hide the original layer so we can have a non modified and scaled down layer to use later.
2- Select the "layer1 copy" layer and delete all parts of pic are not the body of the gun (the yellow part from the 1st pic on this page). How to do that? Use the Rectangular Marquee Tool "M" key to select a bunch of pixels then press "Del" key then move the pic and repeat. Duplicate layer1 again and work on the barrel. This is my first gun that will have a different texture on the left and right side because the reference picture show both sides, so duplicate layer1 again to create a left side layer.

Now save this on your hard drive and call it b_w_something_ak47.psd. I'll call it b_w_misc_iar_gun_ak47.psd you can call it whatever you want but you'll need the .NNK file to go with it (I'll cover that in the 3rd part of my tutorial the exporting).
3- Before applying the texture in SiegeMax, we need to create a material. Press "M" in SiegeMax to bring the Material Editor window. Press on the "New" button to create a new material. Choose the standard material type. Click on the diffuse map button.

Select Bitmap, then your psd file. In the Bitmap Parameters section there is a reload button. You'll need to press it every time that you change something to you texture in photoshop to update the changes in SiegeMax. Select your weapon and press the "Apply" button. Press on the "Show Map In Viewport" button, it look like a cube with a white and blue checker texture on it. Now close the Material Editor window. If you look at your gun in a shaded viewport it should be grey. You might see the texture on it, if not it'll appear next step.
4- It's time to start applying the texture in Siege Max. Select the gun, then in polygon sub-object level select the body of the gun and apply the UVW Map Modifier. If you have followed my tut correctly from the start you should not have to change any parameter of the UVW Map Modifier.

Then apply a Unwrap UVW Modifier. Press the "Edit" button to open the "Edit UVWs" window. Now what you have there is a bunch of white lines and lil scares and your texture. What you need to do is to select all scares (those represent the vertices of your mesh) and move/scale them so they fit approximaly your texture then zoom in to adjust individual vertices. Use the move, horizontal move, vertical move, scale, horizontal scale and vertical scale tools.

Collapse the modifier stack like in the modeling tutorial.
5- If you look at your gun in a shaded viewport like the perspective viewport you should see that both sides of the gun have the same texture. Let's fix that. Select the polygons on the left side of the body with out the magazine and apply a Unwrap UVW modifier, then press Edit. Select all the vertices in the Edit UVWs window and do an horizontal mirror, then move them on the right place, then do the little adjustments.

Now we need to put the texture on the barrel. So select it's polygons,and put a UVW Map Modifier and a Unwrap UVW Modifier and adjust the vertices on the texture.
6- Now we need adjust the texture, create new parts on the remaining space of the texture to fix the stretching that you can see on the top, rear, back, and front polygons of the gun.

As you can see this is not very esthetic, we need to correct that. How are we gonna do that? There is 3 ways that I know to do that: the first one is to find a reference picture that show that part of the model, but that is hard to find; the second one is to use part of the existing texture and directly put it on the model or by copying the needed part somewhere else on the texture and modifing it a little bit; or the 3rd one is to create something from scratch. I'll use the 2nd and 3rd one.
I've selected part of the texture...

Copy and paste it. This as created a new layer. Move the new layer (in the layer window) to the top so it'll be on over everything in the pic. Press "Ctrl+T" and rotate it so it's horizontal. Duplicate the layer and move it so it make one longer. Merge both layer together and use some tools like doge and burn, healing patch and smudge to make it look good.

Now save your work in photoshop and Alt+Tab to SiegeMax. Go reload your material like I told you in step #3. Select the top polygons of the rear of the gun

Then apply a UVW map modifier w/ planar, Y alignement, then press fit button. Add a Unwrap UVW modifier and edit it.
Also when I work on the texture in SiegeMax, I put the self-illumination to 100%. This option is found in the material editor. If you cant find it, you may have to press on the "go to parent" button . This will remove the shadow so you can see the texture correctly, but remember to put it back to 0% when you dont need it anymore.
7- The rest will come soon!
8-
In the next version we'll see the exporting part.
If you have any comments, critics or bug to report please contact me.
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