|
<<<back<<<
21. Creating a
new texture
Before I create a
matching texture I'll take a look at the mesh in Simpose to see if
anything needs fixing. I choose File -> export -> The Sims SKN and
export the mesh to simpose/gamedata/obF/body. Well I defintely need a
new texture *L* but the mesh looks good.

Ok, to fix the
texture I need an UV map. Use LithUnwrap to create one, or use the texture
coordinate editor on scale 1. Hm... but the texture coordinate editor
only shows one group at a time? Yes, we'll to need select all and choose
Edit -> Duplicate Selection from the menu. This creates a new group
with the entire mesh. Now you can Take a screen shot of the texture
coordinate editor to use for an UV map. But REMEMBER to delete the
duplicate group as soon as you're done with the screen shot ;)

Hmm when
texturing I notice I have rotated the front of the belt so it's upside
down :-\ I have to go back to the texture coordinate editor and rotate the
front belt 180 degrees and move it back into line with the back belt. Then
I (again) make a new duplicate group of the entire mesh and get a screen
shot for UV map and delete the duplicate group. Using the new UV map as
a guide I fix the boots and draw a belt.

>>> next page>>>
|