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ebmar

'Mirror' Effect on Texture

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Is there any chance for skin texture to not work in 'mirror' ways?
 
Sorry if my words got you reading this confused as I'm new on modding & I don't have many technical references about it.
 
I'm currently doing a reskin attempt to get my main PC some tattoos, but I'm facing the fact that the skin model worked in mirror ways [i'm trying to have the PC different tattoos between left part and right part of its body].

 

Could it be done? or should I work the model from scratch?

 

Here's a preview to my current rough-attempt:

iqef5l.jpg

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You'd need to edit the UVW mapping (mapping of 2D texture coordinates to 3D model "coordinates") of the model. In vanilla, it just uses the same texture area twice, mirrored for one side. You'd have to change that to be able to texture both sides individually.

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You'd need to edit the UVW mapping (mapping of 2D texture coordinates to 3D model "coordinates") of the model. In vanilla, it just uses the same texture area twice, mirrored for one side. You'd have to change that to be able to texture both sides individually.

 

Okay, I think I am satisfied with the current answer. I'll try to reach out to you if problems occur on the way [if you don't mind :handy:] .

 

Thank you Kexikus! :cheers:

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If you are going to change the UV layout, then you'll likely want to remap the vanilla texture to the new UVs as a basis to work from. If you are using Max, you can do this with Render To Texture.

 

Starting with the original mesh, add an Edit UVW modifier to the stack and drag it underneath the Skin and Odyssey Trimesh modifiers, but above the Editable Mesh (if you select the Editable Mesh in the stack first, it will automatically add the Edit UVW modifier directly above it). Change the map channel to 2, and then edit the UVs as you see fit.

 

Now go to Rendering -> Render to Texture and (making sure your mesh is selected) under Mapping Coordinates select Use Existing Channel and change the channel to 2. Under Output click Add and choose DiffuseMap and change the save location, file type, and size as you see fit. Under the Baked Material section tick the Render to Files Only button. Hit the Render button and you should get a copy of the original texture mapped to your new UVs.

 

Once that is done, you can go back to the mesh, select the Edit UVW modifier and change the channel back to 1, then right click on the modifier and choose Collapse To to bake the UV changes into the mesh without destroying the skin weights.

 

If you have already modified your UVs, you can simply add an Edit UVW modifier and choose the Save option to save out a copy of your new UV co-ords to a file. Then you can load them back in to channel 2 on the original version of the mesh (assuming you didn't modify the mesh/change the vert number).

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If you are going to change the UV layout, then you'll likely want to remap the vanilla texture to the new UVs as a basis to work from. If you are using Max, you can do this with Render To Texture.

 

Starting with the original mesh, add an Edit UVW modifier to the stack and drag it underneath the Skin and Odyssey Trimesh modifiers, but above the Editable Mesh (if you select the Editable Mesh in the stack first, it will automatically add the Edit UVW modifier directly above it). Change the map channel to 2, and then edit the UVs as you see fit.

 

Now go to Rendering -> Render to Texture and (making sure your mesh is selected) under Mapping Coordinates select Use Existing Channel and change the channel to 2. Under Output click Add and choose DiffuseMap and change the save location, file type, and size as you see fit. Under the Baked Material section tick the Render to Files Only button. Hit the Render button and you should get a copy of the original texture mapped to your new UVs.

 

Once that is done, you can go back to the mesh, select the Edit UVW modifier and change the channel back to 1, then right click on the modifier and choose Collapse To to bake the UV changes into the mesh without destroying the skin weights.

 

If you have already modified your UVs, you can simply add an Edit UVW modifier and choose the Save option to save out a copy of your new UV co-ords to a file. Then you can load them back in to channel 2 on the original version of the mesh (assuming you didn't modify the mesh/change the vert number).

 

Is Max stand for 3ds Max? If yes, then I'm on my way searching for 3ds Max to download [Honestly, I don't know what Max is before. The only "skinning" program I know & used to was only PS :ouch:; and all because of KotOR :D].

 

Thank you for the time & energy in answering my question with details DarthParametric, appreciate it a lot! :cheers:

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