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Post by Mebyon on Apr 14, 2004 17:28:23 GMT -5
A ray of light at the end of the day...........
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Post by Calislahn on Apr 14, 2004 17:36:40 GMT -5
I find them okay with PSP if i do them as tga's, can't get them to work as dds.
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Post by motoki on Apr 14, 2004 17:43:02 GMT -5
Well with Photoshop it's pathetically easy, find an existing image with an alpha channel (Barenziah's hair, Canadian Ice's masks, whatever) resize it to the image size you need if it's not already, paste your main image over it, then in the layers menu view the alpha layer one, paste your alpha layer over it. Save to tga 32-bit compressed (can save to DDS it works sometimes but sometimes it's iffy) then you're done. That's it. None of that mask crap.
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Post by Calislahn on Apr 14, 2004 17:51:48 GMT -5
What mask crap? either i'm doing it all wrong or everybody else is
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Post by motoki on Apr 14, 2004 18:11:29 GMT -5
Well then how do you do it in PSP? Everytime I tried and every tutorial I read made it a multi-step complicated process.
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Post by Mebyon on Apr 14, 2004 18:12:38 GMT -5
I'm outa here! That, I think I can manage. Going to try it now. See you all tomorrow!
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Post by Calislahn on Apr 15, 2004 6:51:54 GMT -5
Well then how do you do it in PSP? Everytime I tried and every tutorial I read made it a multi-step complicated process. All i did was select the area i wished to keep, go into load/save selection and then choose save selection to alpha channel. It works for me I will say though that it took me a lot of fiddling to get my snowflake dress looking transparent, i'm still not sure how i done it in the end. Well being the glutton for punishment that i am i'm once again trying to animate my texture This time i'm going to try the sequence type, as used by the water in morrowind.
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Post by Calislahn on Apr 15, 2004 7:29:31 GMT -5
IT WORKED!!!!
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Post by motoki on Apr 15, 2004 8:36:23 GMT -5
Oh wonderful.
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Post by Calislahn on Apr 15, 2004 11:09:54 GMT -5
Why is it always one step forward and two back I tried to film my nice swirly dragon orb and fraps decided it didn't want to. Oh well you'll just have to take my word for it, it really did work ;D This will also solve the problem of putting water on Tiers floating islands now we know we can texture it to like like moving water.
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Post by Calislahn on Apr 15, 2004 15:25:35 GMT -5
Well as i couldn't get fraps working i used max to render the animation. Knew that still life tutorial would come in handy ;D At the moment it's the plain water texture but i'm going to turn it green like the original orb was. How cool is that
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Post by HopperFly621 on Apr 16, 2004 4:06:55 GMT -5
Groovy ......looks kinda like one of those eletric balls that when you touch lighting goes finger tips.
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Post by HeWhoWatches on Apr 16, 2004 7:21:25 GMT -5
That is very, very cool indeed. I am currently reading through a new 3DSMax 5 book I bought, and haven't yet reached the animation section. When I do I'm going to try that. I think it'd look very cool as a dragon orb on a golden stand / tripod. A 3DSMax question now... if I were to make a weapon from scratch (rather than modifying existing ones as I have done so far), are there any requirements (pivots, position, size, etc) for it to line up correctly with the character's hand? Or is it simply a trial and error process? What dimensions would I use? Thinking about it, would it be easiest to import an existing weapon, freeze it in max and use it as a comparison? (deleting the weapon later of course) Depending on how far I get through this book (and how hung over I am tomorrow!) I might make myself some weapons in max... I quite liked the idea of a wooden plank with nails in it. Or maybe a nice curvy sword.
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Post by motoki on Apr 16, 2004 7:28:20 GMT -5
Thinking about it, would it be easiest to import an existing weapon, freeze it in max and use it as a comparison? (deleting the weapon later of course) I've never made weapons, but that's what I do with heads, seems to me it would work just as well with weapons providing you use the same type as weapon as the one you are making. It definitely helps put the size in perspective. As for position, generally just always go with 0, 0, 0. I also always make sure the XForm is reset and also transform and scale. I just leave the pivot centered to the object generally.
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Post by Calislahn on Apr 16, 2004 7:34:17 GMT -5
Try zenorf's sword tut on pds, i found that very useful when it comes to pivots and stuff And having an existing one for comparison also helps, my first sword was about 10 times bigger than the npc ;D Then i made it into a penknife
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