![]() ![]() ![]() NORMAL - These are the bump mapping layers. Note: Understanding masks will greatly help you apply 'worn paint' appearance. Sometimes they have slightly useful names, but a lot of the time you have to visually examine them to determine their purpose. You may find it easier to turn them all off at first (there are shortcuts for this), import or create your custom layer(s), and then turn them on one-by-one afterwards to see which effects you like. This group often contains a huge number of layers, many of which appear to add 'age' and realism to the vehicle. Other programs such as 3D Max can also help you examine your progress in a 3D context if you prefer 2D painting.ĭIFFUSE - How a surface looks from all angles (The standard colours and patterns of your skins). Consider 3D painting if you need more help understanding the image in 3D context. when you are just painting over unused gaps). It is purely there to help you identify the constraints of vehicle painting areas (i.e. HELPERS - Flattened out polygons that help you determine which areas to paint for each section of the vehicle. When you open the Photoshop files, you will discover several different layer groups that all have separate functions: Layers for Beginners Understanding Skin Input and Outputs Understanding the Different Layer Types These are external links for 3D model downloads: Consider importing a 'normal' file (See below: Layers for Beginners) into your 3D program as a reference to reduce unexpected errors. You should check the results in-game and then correct in a 2D painting program, such as Photoshop, afterwards. Substance Painter has a free 30 day trial and can be a fun and effective way to paint in 3D.ĭue to imperfect extraction methods, the meshes vary significantly compared to their in-game counterparts, some more than others. However community member Valias over at Polycount Forums has kindly extracted the models so you can paint in a 3D application to save time. Relic does not provide models or vehicle source at this time. A 30 day free trial of Substance Designer is available, feel free to make and share PSD's from these files. However, the British Army source is in Substance Designer Format. Once installed you can launch Company of Heroes 2 Tools Data which should automatically open a folder containing the files you need.Right click on Company of Heroes 2 Tools Data and select Install Game….If you cannot find the Library menu, you may be in the wrong view.To install Company of Heroes 2 Tools Data: The source PSD files are broken up into layers and can be downloaded via the Company of Heroes 2 Tools Data tool. This should be where the majority of your effort is spent.īy default the wizard extracts the combined textures that shipped with the game. Expand art\armies\\vehicles\\skins\_ then double click your skin folder.Your completed wizard might look something like this: Creating The Skins More information is available in that section of the wiki. If you are editing a German faction (using units from both), you can limit which faction you intend your skin pack to be used for in the attribute editor when you are hooking up your icons. If you do not specify a full path for any paths other than the Mod File, the paths will implicitly be relative to your Mod File path. Be sure to look at the other faction to select all the required units. Note: Several units are shared by the German factions. Typically a skin consists of a seasonal variant (summer/winter) of all the vehicles in a vehicle class (light/medium/heavy). Check the Clone checkbox for each skin you'd like to include in your skin pack.(this will be located under your Mod File path after you generate the mod.) In the Skin Path text box, type a skin folder name: e.g.In the Icon Path text box, type an icon folder name: e.g.This file will be located under your Mod File path after you generate the mod.) In the Attribute File text box, type an attribute file name e.g.You can add this image later time if you do not have one. It should be a TGA image with a resolution of 280x280. If you have a Steam preview image for your skin, click the … button beside the Preview Image text box and select it.This is the name and description that will show up in the Steam Workshop. Enter in a Name and Description for your skin.You can save your mod anywhere, but it is recommended that you create a folder for it, e.g. Click the … button beside the Mod File text box and select a location for your mod.In the New Mod dialog, select SkinPack for Type and click OK.Also, don't forget to have a look at the paired Skin Example. ![]() This guide will walk you through its usage. The skin pack wizard in the Mod Builder can be used to generate the appropriate file structure for a new Skin Pack. ![]()
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