Game Design Music and Art

Simple way to change body textures – jari

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Hi, I need help to decide what kind of skinning system to use for a human model. The question is what would be simplest way to change the shirt and pants texture of the model. At the moment the game engine (TGE) uses only one skin file to load the texture so I probably need to apply some mod but I would also like to hear your expertise advice how to setup the texturing.

Here's the current skin texture (248kb):
Basic skin

I was thinking of using seperate texture for trousers, shirt and rest of the body.
Then I could split that texture into parts and move the UV mapping in blender accordingly.

What do you think?


Thanks for taking time to read.

This is so new area to me that I have to ask for help, and of course if any one wants to help with the actual modeling and skinning then please just say!

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Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

Matt Langley
Member

Posts: 247
From: Eugene, OR, USA
Registered: 08-31-2006
Here's an old TGE resource that accomplishes what you want... it looks like it might have a couple minor compile issues but I'd guess the general approach should still work.

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Matthew Langley
Lead Documentation Engineer
GarageGames

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Thanks Matt. I remember reading this resource page before and it's probably just what I need.
But if any one still has some advice on this or can help in any other way please tell.

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Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
One question that just came up while trying to make sun glasses texture for testing was that, what would be best kind of images to use, in order to replace the default eyes with the sun glasses texture? The eyes are currently in the whole skin I linked to. So I'm wondering how to setup the UV mapping for this. If any one knows some tutorials or samples how to do it that would probably help a lot.

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Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

Matt Langley
Member

Posts: 247
From: Eugene, OR, USA
Registered: 08-31-2006
A bit more info into your original question... separate textures is a good idea. Separate textures combined with that resource I linked allows you to call the setSkinName() function from script to change whatever you want.

As for the sunglasses... considering if you just change the texture it will probably look weird, I'd suggest making a sunglasses mesh and mounting them to a mount point in the players head when wearing.

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Matthew Langley
Lead Documentation Engineer
GarageGames

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Thanks, that's true they would look wierd. But I was just testing something simple. For hair you could use just the texture, or maybe it's actually easiest to use seperate model for that.
So I suppose, trying to reskin different areas from different sizes of images/bitmaps would be quite difficult if not impossible?

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Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

Matt Langley
Member

Posts: 247
From: Eugene, OR, USA
Registered: 08-31-2006
Nope, shouldn't be much of a problem (if you don't have a problem implementing that resource).

On the 3D modeler end you just need to tell it to use different textures for different meshes that complete your character, you aren't limited to just one texture...

What the resource allows you to do is swap any of those out in the engine real time... c urrently the setSkinName will just change the entire texture, while the resource allows you to change any of the textures if you have multiple ones.

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Matthew Langley
Lead Documentation Engineer
GarageGames

Matt Langley
Member

Posts: 247
From: Eugene, OR, USA
Registered: 08-31-2006
btw if you aren't comfortable digging into the source code and implementing the resource (though it looks to be a fairly simple addition), I don't mind giving you a hand in that, especially if you can provide a mesh with multiple textures assigned to it that I could test it against.

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Matthew Langley
Lead Documentation Engineer
GarageGames

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Thanks for the offer Matt but I can probably implement the resource my self. But if I run into problems I know where to turn to.

It's just the modeling side I dont understand. In blender you can assign texture to the vertices and UV map it, but if you get body skin from one texture that has also body skin for the rest of the body, then the UV maps are set for that texture. Now if you have one texture that has just a shirt the location of the UV coordinates would be different. So what's the solution for this?
I hope that I make sense now.

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Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

Matt Langley
Member

Posts: 247
From: Eugene, OR, USA
Registered: 08-31-2006
Good to hear, wasn't sure if that was what was stopping you or the modeling side, glad to hear it's the modeling side (though not glad to hear you are having issues)

It's been quite a while since I've worked with Blender and I don't believe I ever attempted doing this in Blender... I've done it in 3Ds Max, but that's very different.

I'd suggest searching the blender forums on how to accomplish this.

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Matthew Langley
Lead Documentation Engineer
GarageGames

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Haha, I cannot be happy about issues either, which is why I posted.
Well I'll be looking around. Thanks again!

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Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
yay, it's possible in blender:

That face is made from three different textures, mouth and eyes, hair, and glasses.
He looks mean but that's just the classes.

But I dont know yet if it's possible to get it like this in the game engine. We'll see when I get the time for that part.


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Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

[This message has been edited by jari (edited August 28, 2007).]