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9. Making a new
texture for you mesh
Now we can't have
her running around all squared, so we need to make a new bitmap to fit
the mesh.
If you have LithUnwrap use it to make a texture map. (File -> model
-> Open to get the ms3d file in the program and File -> UV map ->
Save to make an UV map. Set the bitmap dimensions to 256x256)
Otherwise use the texture coordinate editor: zoom out to 100 % scaling
(type 1 then scale) and press Print Screen on your keyboard. Open up your
graphics program and press ctrl+v.
Now zoom in and carefully select only the texture. Then crop to selection.
You need to end up with an image size 256x256 pixels. This image can be
considered an UV map - paste it onto a skin as a seperate layer and use
it as a guide for where to draw the sleeves and hemline.
In this case I use an old skin of mine made for the b200fafit mesh. (If
you haven't got a skin of your own to modify grab a maxis one.) I can
tell from the UV map it needs sleeves and the skirt is too short.

I add some sleeves leaving the top of the shoulders naked (just because
I feel like it :p) and make the skirt longer, using the lines in the UV
map as a guide.

In Milkshape (Materials tab) I create a new material, browse for my newly
created bitmap and assign it. And she looks like this:

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