Difference between revisions of "Tutorials:CAS Creation From Start-To-Finish - Creating A New Package"
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− | === | + | ===Importing Meshes=== |
Next we need to move to the '''Meshes''' tab. The first thing you '''immediately''' want to do is give your mesh a '''unique name'''. It's good to not only include your creator name in your mesh, but also a small description of what the mesh is. | Next we need to move to the '''Meshes''' tab. The first thing you '''immediately''' want to do is give your mesh a '''unique name'''. It's good to not only include your creator name in your mesh, but also a small description of what the mesh is. | ||
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Most likely at this stage of the creation process you are not ready to import a finished bump map. So, instead '''insert a blank one''' if you're not ready to make it yet. You can then '''edit it later''' with S3PE. ''Don't have a blank bump map handy?'' You can download one '''[http://www.modyourpanties.com/hosting/30731_111014030517blankbumpmap.rar here]'''. | Most likely at this stage of the creation process you are not ready to import a finished bump map. So, instead '''insert a blank one''' if you're not ready to make it yet. You can then '''edit it later''' with S3PE. ''Don't have a blank bump map handy?'' You can download one '''[http://www.modyourpanties.com/hosting/30731_111014030517blankbumpmap.rar here]'''. | ||
− | Right now you're probably thinking ''dear god, how do I make a bumpmap?!'' Don't worry, we will | + | Right now you're probably thinking ''dear god, how do I make a bumpmap?!'' Don't worry, we will get to this in the next section. |
'''Hit commit, to save your changes so far!''' | '''Hit commit, to save your changes so far!''' | ||
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====Saving Your Package==== | ====Saving Your Package==== | ||
− | If you go back the design tab you'll see that the mesh did not update! But what happened, we imported all our meshes into CTU, right? | + | If you go back to the design tab you'll see that the mesh did not update! But what happened, we imported all our meshes into CTU, right? |
Although you can't see it, rest assured that '''our meshes are safely imported''' into the CTU. But, in order to see our changes we'll need to save our package first. | Although you can't see it, rest assured that '''our meshes are safely imported''' into the CTU. But, in order to see our changes we'll need to save our package first. | ||
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Once your package is saved, you may now '''close CTU'''. | Once your package is saved, you may now '''close CTU'''. | ||
− | ===Linking Bump Maps=== | + | ===Linking Bump Maps (optional)=== |
− | Although bumpmaps are a nice touch, they are not entirely necessary. In fact, their effects can be so subtle that | + | Although bumpmaps are a nice touch, they are not entirely necessary. In fact, their effects can be so subtle that they are virtually unnoticed if removed altogether. |
One way to "remove" a bump map is to simply '''import a blank one and never touch it'''. Although there is nothing technically wrong with doing this, it does '''add unnecessary file size and clutter''' to your upload. Remember, we want to learn to be ''professional'' creators! | One way to "remove" a bump map is to simply '''import a blank one and never touch it'''. Although there is nothing technically wrong with doing this, it does '''add unnecessary file size and clutter''' to your upload. Remember, we want to learn to be ''professional'' creators! | ||
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Instead we can point our mesh to use a '''universal "blank" bump map''' created by EA. This takes a little '''extra tweaking''' in Milkshape and S3PE and is best saved for the end. | Instead we can point our mesh to use a '''universal "blank" bump map''' created by EA. This takes a little '''extra tweaking''' in Milkshape and S3PE and is best saved for the end. | ||
− | If you would like to go this route, simply '''leave the bumpmap field blank''' and follow the '''[[Tutorials: | + | If you would like to go this route, simply '''leave the bumpmap field blank''' and follow the '''[[Tutorials:Linking_Textures_in_CTU#Linking_Bumpmaps| Linking Bumpmaps]]''' tutorial. |
− | + | This process can also be used to link one bump map between several CAS parts. This is useful if you're doing a multi age project where similar meshes/textures are used for teen, adult and elder versions. Keep in mind that bump maps (or any texture for that matter) cannot be shared between children and teens/adults/elders due to their different skeleton sizes. | |
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{{WizardOption | {{WizardOption | ||
|link=Tutorials:CAS Creation From Start-To-Finish - Texturing | |link=Tutorials:CAS Creation From Start-To-Finish - Texturing | ||
|text='''Step 4: Texturing''' | |text='''Step 4: Texturing''' | ||
}} | }} |
Latest revision as of 02:34, 7 June 2012
CAS Creation With Daluved1: From Start-To-Finish | |
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Planning | Meshing | Creating A New Package | Texturing | Finishing Up | Glossary | |
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