Quote: Originally posted by murfee
you don't necessarily need to change the textures--beards textures are separate from clothes and such, so at least the textures won't overlap or bleed over into the makeup or hair or anything crazy.
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It's best to open up a CC 3d-beard in TSRW to see what the innards of the file looks like; what textures are used, what bones/joints, etc. Even looking at EA's from World Adventures, Late Night, etc.
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Thanks for your reply!
I started working with the clone of a basegame moustache, which is actually a 3D one. And, even though I've never worked with any kind of hair before, I started off with the hypothesis that those texture maps were not to be modified along with the mesh.
When it comes to the UV map, I didn't really have much to worry about, since I wasn't doing any major changes. This was just a test: I was chopping the sides of the moustache, to turn it into a "Hitler". It ended up looking
like this.
I didn't touch any of the texture files that you can see on that image.
However, when exploring the textures attached to the mesh (material), I discovered that
there is a specular map , which looked exactly like a 2D image of the moustache. So I opened it up in Photoshop and
chopped the sides , to match the mesh. Then I saved it to DDS, like you normally do.
I know this ain't pretty, but it was just a beginner's test, to learn how things work.
As you can see in the image, it looked ok in TSRW. But, when I tested it in game....
the mesh was changed, but
the texture covered the entire body!
In all honesty, all my CC making experience is limited to clothing, tattoos, makeup and shoes. I've never worked with hair of any kind, so maybe someone with hair experience can tell me what's wrong with this ????
I reckon 3D hair on the scalp shouldn't be that different than 3D hair on the face. Maybe?