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): I was thinking of using seperate texture for trousers, shirt and rest of the body. What do you think?
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! ------------------ [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. ------------------ |
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. ------------------ [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. ------------------ [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. ------------------ |
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? ------------------ [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. ------------------ |
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. ------------------ |
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? ------------------ [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. ------------------ |
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! ------------------ [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. 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.
[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3) [This message has been edited by jari (edited August 28, 2007).] |