Bodies Stay Sub-mod Compilation These are several submods, which make bodies stay. |
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Register and log in to move these advertisements down Texturing the Golasgil Household Knights
This tutorial covers, in detail and with a lot of pictures, the entire texturing process of the elite troops of Langstrand. Here is my concept art for the unit. I'll be following this as best as I can Texture Layout I previously mapped the texture to 2 separate files. One contains the body, another contains the accessories: hair, face, helmet and sword. A screenshot of each UV unwrap window left me with these two files: I next create a couple of layers in each document, each containing a base colour for that object, and laying out the various components of the skin as per my concept drawing.If I were modeling, this would be the blocking out stage, using placeholder objects for everything. One reason to do this is to check UV mapping edges and lay out the colour scheme properly. Once that is out of the way, we can begin the real work. One of the most important components of this guy, as per the concept, is the chainmail hauberk. So, I’m going to draw some 4 to 1 style chainmail. I already have some in a seprate document, but it is showing its age, and lacking it accuracy. So, new Photoshop document, any large size will do. I’ll use 1024x1024, so I can use this later for almost any size of chainmail. Using the ellipse tool on add mode, draw a grey circle around the size of your individual ring. Then, set it to subtract mode and draw a second ellipse inside to create a ring. Rasterize the layer and squash it slightly – chainmail is almost always set at an angle. It can also be perfectly rounded, which is probably easier if you're trying to work out the precise linkages. Next, to give easy depth, apply a bevel effect in the blending options dialog. Adjust this as you wish to create the style of ring you want. Flat, rounded, all will have different effects. Of course, each ring may only be 5 pixels high on the final texture, so you may not care at all! Now rasterize again, to make the bevel permanent. Because there are other scales, there will be reflections, which I will draw in as a second light ring with the dodge tool One more operation on the ring – since it is a bent piece of wire, draw in a little junction where the two ends would have met. Then, duplicate the layer and hide the duplicate, so if you screw up the next step you can come back to it. (Note: while I was trying to figure out the linkages, I screwed up completely around 3 times) I suggest getting some references for the type of chainmail you wish to make. Since I’m making 4 to 1, there’s a specific linkage style I’ll use, and you should study what link style you want to determine where the layers should be placed. 4 to 1 just means 4 rings link in each one. 6 to 1 is denser and so on. Most European stuff is 4 to 1, so it's the most reasonable for Middle-Earth textures. And the chainmail is pretty much done at this point. CommentsDisplay order: Newest first | Page: 1, 2, 3 {IP}Sauron - Thursday March 26, 2009 - 12:18 You make it look so easy :P Puppeteer - Wednesday July 2, 2008 - 10:27 I wish I understood how the pen tool works, those patterns look great but I'm finding hard to replicate Persus - Tuesday April 22, 2008 - 3:52 Can you send me a link to the splatter-brushes which you use? LotrCrushah - Saturday March 8, 2008 - 23:57 this is the best tutorial on skinning and texturing ive ever read ={D Fingulfin - Wednesday November 21, 2007 - 23:14 =O Bart (Administrator) - Wednesday September 5, 2007 - 3:09 2 hours is nothing. skinning (and other artforms) take patience Guess Who - Tuesday September 4, 2007 - 23:22 whoa 2 hours well i found out how to use the elipse tool thanx to matias. m@tt (Team Chamber Member) - Tuesday September 4, 2007 - 10:54 Not when Nertea spends at least 2 hours on a skin Guess Who - Tuesday September 4, 2007 - 2:57 make a video tutorial that would be so easy to follow ;) Juissi - Sunday September 2, 2007 - 8:52 I have Photoshop 7 and even that has it :P |
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