#4
1st Jul 2009 at 1:52 AM
Posts: 26
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Very quick brain dump:
Once you grab the DDS plugin for Photoshop, you can load textures. In the case of patterns and masks, you'll need to think of the channels in the way you're used to thinking of layers: With the red channel on the bottom and the alpha channel on top. In the case of specular, ambient, and multiplying textures, the RGB channels are usually close to the same (sometimes a little different due to compression), while the alpha channel is actually used for what is intended.
Probably the best starting point is to start with Delphi's pattern tool (or TSR Workshop if you prefer) and build some patterns, to get an idea of how the compositing of the channels works. Getting into clothing retexturing following the tutorials would be a good next step.
CS4 Extended has some 3D tools, and it might be feasible to use them if you use Postal to export a mesh as an obj, but I haven't bothered: its pretty easy to figure out how the 2D texture translates onto the 3D model, especially if you keep the full body texture around as reference.