Difference between revisions of "Tutorials:CAS Creation From Start-To-Finish - Texturing"
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Throughout this part of the guide, you will encounter various textures that need to be edited. I suggest you read through this '''[[Sims 3:DXT Compression Types|List of Texture Types]]''' to get a feel for what each of them do. | Throughout this part of the guide, you will encounter various textures that need to be edited. I suggest you read through this '''[[Sims 3:DXT Compression Types|List of Texture Types]]''' to get a feel for what each of them do. | ||
[[File:Daltut-needtoalteralpha2.jpg|200px|left]] | [[File:Daltut-needtoalteralpha2.jpg|200px|left]] | ||
− | At this time, open up CTU again. Go to File -> Open and navigate to the package you just created. If you had saved it right, when your package loads you should see *Custom next to the mesh field, and the Mesh Name as whatever you named your mesh. | + | At this time, open up CTU again. Go to '''File -> Open''' and navigate to the package you just created. If you had saved it right, when your package loads you should see *Custom next to the mesh field, and the Mesh Name as whatever you named your mesh. |
To get the 3D preview of your mesh to load, simply click on the Designs tab. You'll most likely be greeted with something like this when it first loads. Because of the adjustments we made to the mesh and UV map, part of our mesh will be missing textures. But this is easily fixed with the ''alpha channel'' of our base texture. Which is why that is naturally our next step in the creation process.<br clear="all"> | To get the 3D preview of your mesh to load, simply click on the Designs tab. You'll most likely be greeted with something like this when it first loads. Because of the adjustments we made to the mesh and UV map, part of our mesh will be missing textures. But this is easily fixed with the ''alpha channel'' of our base texture. Which is why that is naturally our next step in the creation process.<br clear="all"> | ||
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To test and see if we pulled our alpha down enough, we can save our changes and preview them in CTU. | To test and see if we pulled our alpha down enough, we can save our changes and preview them in CTU. | ||
[[File:Daltut-exportdxt5.jpg|left]] | [[File:Daltut-exportdxt5.jpg|left]] | ||
− | Go to File -> Save and select DDS from the file types list. You may be presented with a long list of compression types. With base textures, we want to save them as DXT5 (interpolated alpha). Once you select this compression, hit okay. | + | Go to '''File -> Save''' and select DDS from the file types list. You may be presented with a long list of compression types. With base textures, we want to save them as DXT5 (interpolated alpha). Once you select this compression, hit okay. |
− | In CTU, right click on the Base Texture key and replace the image it with | + | In CTU, right click on the Base Texture key and replace the image it with your new texture. Press commit at the bottom of the window, and you should see your textures reload on the 3D model. |
If you nailed it the first time, the stomach of the mesh should be covered. If not, play around with this step until it is. However, be careful not to pull the bottom of the alpha down too far because you might have '''issues with overlapping''' textures later. | If you nailed it the first time, the stomach of the mesh should be covered. If not, play around with this step until it is. However, be careful not to pull the bottom of the alpha down too far because you might have '''issues with overlapping''' textures later. | ||
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[[File:Daltut-trasnapceny.jpg|350px|left]]You are not limited to just solid chunks of black and white on your alpha, you can also '''add transparency to your clothing'''. I'm not going to incorporate this element into the design of my shirt, but I can show you how it is done. | [[File:Daltut-trasnapceny.jpg|350px|left]]You are not limited to just solid chunks of black and white on your alpha, you can also '''add transparency to your clothing'''. I'm not going to incorporate this element into the design of my shirt, but I can show you how it is done. | ||
− | Shades of grey between RGB values 151/151/151 - 149/149/149 will add a translucent affect to the texture. That is, the darker the grey the more transparent, and vice versa. Notice how the large square of grey on the alpha channel creates a transparent splotch on my shirt. In game, | + | Shades of grey between RGB values 151/151/151 - 149/149/149 will add a translucent affect to the texture. That is, the darker the grey the more transparent, and vice versa. Notice how the large square of grey on the alpha channel creates a transparent splotch on my shirt. In game, whatever skin (default or non-default) you have set for the sim will show underneath. |
Keep in mind that '''making something transparent does not mean that the mesh is transparent'''. What is meant by that is, you can't take a meshed on sleeve and make it transparent. The sleeve will still be meshed on, and you will be left with a 3D sleeve covered with skin. | Keep in mind that '''making something transparent does not mean that the mesh is transparent'''. What is meant by that is, you can't take a meshed on sleeve and make it transparent. The sleeve will still be meshed on, and you will be left with a 3D sleeve covered with skin. | ||
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|desc=151/151/151 is more opaque whereas 149/149/149 is the most transparent.}} | |desc=151/151/151 is more opaque whereas 149/149/149 is the most transparent.}} | ||
<br clear="all"> | <br clear="all"> | ||
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===Base Texturing=== | ===Base Texturing=== | ||
[[File:Daltut-beforergb.jpg|300px|right]]This step is really up to you and how you wish to texture your mesh. To add details to your texture, you simply hide your alpha channel and work on the combined RGB channel. For a more in depth look at base texturing, read '''[[Sims 3:Creating A New Base Texture| Creating A New Base Texture]]'''. Unfortunately, there is no one guide to truly tell you how to texture, you just have to sort of learn on your own. | [[File:Daltut-beforergb.jpg|300px|right]]This step is really up to you and how you wish to texture your mesh. To add details to your texture, you simply hide your alpha channel and work on the combined RGB channel. For a more in depth look at base texturing, read '''[[Sims 3:Creating A New Base Texture| Creating A New Base Texture]]'''. Unfortunately, there is no one guide to truly tell you how to texture, you just have to sort of learn on your own. | ||
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* [[Tutorials:Fabric Folds in Photoshop|Creating fabric folds in Photoshop]] | * [[Tutorials:Fabric Folds in Photoshop|Creating fabric folds in Photoshop]] | ||
* [[Tutorials:How to Add Shadows and Highlights|How to add shadows and highlights]] | * [[Tutorials:How to Add Shadows and Highlights|How to add shadows and highlights]] | ||
− | * [http://www.modthesims.info/showthread.php?t=424820 | + | * [http://www.modthesims.info/showthread.php?t=424820 Texturing With the Smudge Tool] |
After a little fiddling in Photoshop, this is what I've come up with so far. Notice I have my cleaned Hello Kitty image on the shirt, and that it has been ''desaturated of color''. | After a little fiddling in Photoshop, this is what I've come up with so far. Notice I have my cleaned Hello Kitty image on the shirt, and that it has been ''desaturated of color''. | ||
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You should also '''save all of your work as an editable .psd file''' (if using Photoshop), or the equivalent save file format for Gimp or Paint.NET. Saving your progress in these "workable" formats preserves your layers, possible opacity changes and sometimes edit histories even after you close the file.}} | You should also '''save all of your work as an editable .psd file''' (if using Photoshop), or the equivalent save file format for Gimp or Paint.NET. Saving your progress in these "workable" formats preserves your layers, possible opacity changes and sometimes edit histories even after you close the file.}} | ||
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===Overlays=== | ===Overlays=== | ||
The next step is to set up my overlay. ''But, wait! What's the difference between these and stencils?'' | The next step is to set up my overlay. ''But, wait! What's the difference between these and stencils?'' | ||
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[[File:Daltut-specular.jpg|center]] | [[File:Daltut-specular.jpg|center]] | ||
− | To make a proper specular texture, simply open up your base texture DDS file (not your .psd). Go to Image -> Adjustments -> Brightness/Contrast and adjust the brightness and contrast until you get a nice dark image, with good deep light grey highlights. | + | To make a proper specular texture, simply open up your base texture DDS file (not your .psd). Go to '''Image -> Adjustments -> Brightness/Contrast''' and adjust the brightness and contrast until you get a nice dark image, with good deep light grey highlights. |
This method will generally always work, but you may have to adjust individual elements using the Magic Wand or Lasso Tool. | This method will generally always work, but you may have to adjust individual elements using the Magic Wand or Lasso Tool. | ||
Like with the mask, export the specular as a DDS in '''DXT1''' (no alpha) texture. | Like with the mask, export the specular as a DDS in '''DXT1''' (no alpha) texture. | ||
− | ===Part Mask=== | + | ===Part Mask (optional)=== |
The part mask defines the general "location" of the CAS part, and are usually the same for every part of its type. That is, all shirts most likely share the same part mask. Part masks are mostly used by the game to determine which CAS part goes on top of another. If you made '''drastic edits''' of your CAS part, like made knee high boots or took a short skirt and made it long, then you should worry about the part mask. | The part mask defines the general "location" of the CAS part, and are usually the same for every part of its type. That is, all shirts most likely share the same part mask. Part masks are mostly used by the game to determine which CAS part goes on top of another. If you made '''drastic edits''' of your CAS part, like made knee high boots or took a short skirt and made it long, then you should worry about the part mask. | ||
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A good rule of thumb is to test the items behavior in game to determine if the part mask needs to be changed. | A good rule of thumb is to test the items behavior in game to determine if the part mask needs to be changed. | ||
− | ===Linking Textures=== | + | ===Creating Bumpmaps (optional)=== |
+ | I'll be honest, I'm not the best bumpmap maker because I never use them myself. However a fellow creator, '''[http://www.modthesims.info/member.php?u=499665 Elexis]''' from MTS, has contributed an excellent tutorial on making normal maps (another word for bumpmap). | ||
+ | |||
+ | : [[Image:RightArrow.gif]] '''[[Tutorials:Creating_Bumpmaps_(Normal_Maps)_for_TS3| Creating Bump Maps for TS3]]''' | ||
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+ | After you have completed your bumpmap, '''do not re-import it into CTU'''. Just leave it in your working folder, we'll pick back up on that later. | ||
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+ | ===Linking Textures (optional)=== | ||
I know I've been mentioning over and over again about '''linking textures''', but haven't really explained why or how. I mostly use texture linking when I want to use an already preexisting EA texture in a package. For example, the universal blank overlay texture that EA uses in some of its clothing. Another good use of texture linking is for age conversions like with my [http://www.modthesims.info/download.php?t=448159 Basic Briefs for Elders] upload. The elder panties pull all of its texture directly from the adult panty textures from within the game. | I know I've been mentioning over and over again about '''linking textures''', but haven't really explained why or how. I mostly use texture linking when I want to use an already preexisting EA texture in a package. For example, the universal blank overlay texture that EA uses in some of its clothing. Another good use of texture linking is for age conversions like with my [http://www.modthesims.info/download.php?t=448159 Basic Briefs for Elders] upload. The elder panties pull all of its texture directly from the adult panty textures from within the game. | ||
Latest revision as of 17:46, 28 December 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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