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From a noob to newbs.
People ask me how.. idk why though, lots of tutorials out there so here is mine, on how i do it, the noobish way!
Noobish being i have GIMP and can almost use it. Photoshop should be similar. MSpaint.. i can't help you much...
Ok start with a base. Here is the standard 512x512 pixels most people use, as a greenscreen.
(http://i.imgur.com/yx6tkp1.jpg)
Bonus snippet of code if you want to glow or have no shadows at all on your body
(http://i.imgur.com/IQVm4XM.jpg)
Ok so this one uses metal buckles on their legs because the character wears sock/gauntlet things but the same technique can be used for all metal and cut stone jewlery.
(http://i.imgur.com/zuZdc3h.jpg)
Notice i put the UV wrap from the preset folder in as a guide
Here is the metal parts drawn on as a separate layer.
(http://i.imgur.com/kVi7klJ.jpg)
Once you drew them on a separate layer, make the other layers invisible using the eye icon (i imagine this is standard across all versions of GIMP and probably photoshop-type things i've used?)
(http://i.imgur.com/65BFabU.jpg)
Save it with it's own name, probably the body part it's for with the name of the metal part like "NoseRing.PNG"
Notice it must be .PNG so as to appear transparent.
Not only did i use specular code i also used re-coloured water or something as a reflection in the metal.
(http://i.imgur.com/UfqsNhy.jpg) snippet of code to use .jpg
Have seen clouds and forests used as reflections too.
(http://i.imgur.com/cboyHXT.jpg)
Notice i made the eyes and eyelids separate layers with transparency in the square where the eyelid is or isn't.
This is so you don't close your eyes and look like you have shiny plastic eyelids with fur drawn on them.
Should look like so
(http://i.imgur.com/KXnF7bt.jpg)
See how the metal that faces the sun shines? If the character moves or rolls over the other metal bits shine while the previously shining metal moves into shade and goes dull.
In theory a reflection of the environment can be used in a characters eyes, i've seen this done with a forest, only once.
SO you want dripping scars?
(http://i.imgur.com/TIzXzpv.jpg)
Similar deal
(http://i.imgur.com/4qpgj1e.jpg)
Using the head texture as a guide. Add a few new layers.
(http://i.imgur.com/Azp5z5w.jpg)
Notice this layer has a wet shiny nose, you don't have to do that for scars. It's only there because i wanted a wet shiny nose & tongue.
(http://i.imgur.com/Azp5z5w.jpg)
Notice how i copy-pasted the fur from around the scars? That's going to act as a mask for the dripping effect to run down.
(http://i.imgur.com/6NsI96d.jpg)
Literally just a few drips drawn. You can draw your own drips/tears/bubbles/glittercandy in whatever pattern you like and make it rather random.
You can reverse the direction they run so they scroll upwards of you want flames instead of scars.
Flames were so hot last year. This year? Not so much.
Code i used that you can use as a base
material preset_#_headMatL
{
technique
{
pass
{
texture_unit
{
texture preset_#head.jpg
}
}
pass
{
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture preset_8headLscars.png
}
}
pass
{
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture preset_8headLscars.png
}
lighting on
specular 0.9 0.4 0.5 1 128
texture_unit
{
texture preset_8headLscardrips.png
scroll_anim 0.0 0.1
}
}
}
}
Notice the scars are listed twice. This is so they show properly. If you were doing flames this probably isn't necessary.
Glitch areas?
Someone wondered how i did what they called "Glitch teeth"
(http://i.imgur.com/QY47jM8.jpg)
then this mask and texture
(http://i.imgur.com/UVeQSvv.jpg)
material preset_8_eyeMatL
{
technique
{
pass
{
cull_hardware none
cull_software none
scene_blend alpha_blend
specular 0.447059 0.498039 0.454902 1 61.44
texture_unit
{
texture preset_8eyeL.png
}
}
pass
{
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture preset_8eyelids.png
}
}
pass
{
scene_blend add
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
texture_unit
{
texture preset_8toothmaskL.png
}
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
texture_unit
{
texture preset_8toothmatrixL.png
scroll_anim 0.05 0.0
}
}
}
}
Code i used for said teeth
Notice the eyelids are separate.
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Lovely tutorial, Kuri! Thank you for putting this together!
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Awesome tutorials here, Kuri. I may have to try some of these out myself sometime.
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Ooh! What an awesome tutorial, Kuri!
I love the picture's for reference and the way you've explained the tutorial itself. Great work! +Nuzzle
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Ok, now for some "Flame paws made slightly easier". i remember when someone wanted help with that and then lots of people wanted them..
(http://i.imgur.com/Ur01313.jpg)
Drawing the flame mask, the flames take on the tint of the mask you use so if you want the flames to be the colour of the flame image you choose, use white instead of red.
(http://i.imgur.com/QkfBGah.jpg)
Blurred here so the flames disperse better rather than having sharp edges.. sort of works for me.
A random picture of flames taken from the internet, i removed the black and saved it as a .png so it'd remain transparent.
(http://i.imgur.com/Bg7CFf4.jpg)
Recoloured it via one of the colour tools in the colours tab
(http://i.imgur.com/RsM7Q9A.jpg)
Saved it as "flames" and "flames2" so you get better contrast.
Using this sort of code
material preset_10_bodyMatL
{
technique
{
pass
{
texture_unit
{
texture preset_#body.png
}
}
pass
{
scene_blend alpha_blend
texture_unit
{
texture flamemask.png
}
scene_blend alpha_blend
texture_unit
{
texture flames.png
scroll_anim -0.6 -1.0
tex_address_mode wrap
filtering trilinear
}
}
pass
{
scene_blend alpha_blend
texture_unit
{
texture flamemask.png
}
scene_blend alpha_blend
texture_unit
{
texture flames2.png
scroll_anim -0.7 -2.0
tex_address_mode wrap
filtering trilinear
}
scene_blend alpha_blend
texture_unit
{
texture flames2.png
scroll_anim -0.71 -2.1
tex_address_mode wrap
filtering trilinear
}
}
}
}
(Notice the "-" signs next to where it says "scroll_anim" and has numbers, this makes them scroll upwards rather than downwards)
You should end up with...
(http://i.imgur.com/wsKn4rY.jpg)
This, but animated. i couldn't be bothered making a .gif for that to show off the animation right now.
(https://i.imgur.com/a2Vf7Ig.png)
Improved coding
}
pass
{
scene_blend add
texture_unit
{
texture flames.png
scroll_anim -0.6 -1.0
tex_address_mode wrap
filtering trilinear
}
scene_blend alpha_blend
texture_unit
{
texture flamemask.png
}
}
}
}
Add additional passes with other flames for more dynamic effects.
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Lovely tutorial!
If i ever use any of these i'll definitely come back to use this tutorial!
Thank you! :)
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Someone wanted to know how the "googly eyes" i did in the past were done.
Well i forgot... so i re-created it.
(http://i.imgur.com/94Pxk2A.gif) /googlyeyes.gif
So the "Greenscreen" you might see listed in the code below is the base fur, you can use your own fur texture as you see fit. You probably don't want greenscreen.
(http://i.imgur.com/t16151A.jpg)
Created a separate layer over the UV as a guide to where on the head the giant white eye would be.
(http://i.imgur.com/Px0Zevy.jpg)
The pupil was a black dot created as a separate layer again.
(http://i.imgur.com/oXWi3H9.jpg)
Here was the code for the eye stuck on the head
material preset_10_headMatL
{
technique
{
pass
{
ambient 1 1 1 1.0
emissive 1.0 1.0 1.0 1.0
texture_unit
{
texture greenscreenbase.png
}
}
pass
{
scene_blend alpha_blend
texture_unit
{
texture eyebase.png
}
}
pass
{
scene_blend alpha_blend
specular 0.447059 0.498039 0.454902 1 12.5
texture_unit
{
texture eyebase.png
}
texture_unit
{
texture eyepupil.png
wave_xform scale_x sine 0.8 0.2 0 0.15
wave_xform scale_y sine 0.8 0.2 0 0.15
wave_xform scale_x sine 0.9 0.5 0 0.1
wave_xform scale_x sine 0.9 0.1 0 0.1
}
}
}
}
Edit the numbers circled in this picture to change how far the pupil moves.
(http://i.imgur.com/glFMyoU.jpg)
But you may want to render the eye mesh itself transparent...
{
technique
{
pass
{
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture transparentpixel.png
}
}
}
}
Note i used a transparent pixel. If you want to retain your characters teeth you'll have to use a transparent square with the teeth dram on the bottom half of the image.
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*Nuzzles.*
Vespian appreciates this neat, little guide. I know hardly nothing when it comes to the creation of presets but this, I could genuinely understand. Me knows these tricks will be of use to many, many users in the future.
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Holy shizer these are amazing! Definitely bookmarking for future use! :D
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I've always looked at your preset and thought about how you've made the dripping scars, thank you for enlightening me to your preset skills and how I can apply them to my own!
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Whooaaaa. I didn't even know presets could do half of these things. This is so cool! I've already bookmarked this & intend to use it when I start making presets again. Thank you so much for sharing these tips. x These really helped me, & thank you for the pictures along-side them!