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Thread: Looking for some help texturing my new helmet

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  1. #1
    Taullis's Avatar Libertus
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    Mar 2012
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    Middle of Nowhere, then take a left.
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    Default Looking for some help texturing my new helmet

    I'm working on a late model unit pack, and have managed to create a reasonable looking model of a Roman spangenhelm

    Click image for larger version. 

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    The only problem is that the lower texture does not match the upper.

    Now I have gimp and can use that pretty well, but reading through Ahiga's tutorial on texturing left me kinda confused. If all that I want to do is recolor or draw over a texture, what do I have to do to get it into gimp? Secondly, what do I have to do to get it applied back onto the model? I've seen some really beautiful stuff from guys like Kaziel and Vaskar70, so someone for sure knows how to do this. I know Ahiga probably explained it really well, but I'm a medical guy and not a programmer. Any help would be much appreciated.

  2. #2
    Zaskar70's Avatar Civis
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    Sep 2010
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    Default Re: Looking for some help texturing my new helmet

    somehow your using the cheekplates from the generals helmet, or that is the generals helmet and you have modified it, either way it looks like you forgot to recolour the cheekplates.

    when you create a new texture to apply it to the model you must use a hex editor to open the rigid_model_v2 file and then add your new diffuse, specular, gloss_map, and or normal DDS files to the model.

    I use hex editor neo its free.

  3. #3

    Default Re: Looking for some help texturing my new helmet

    Be carrefull when using combinated models because that will consume more computer capacity.

  4. #4

    Default Re: Looking for some help texturing my new helmet

    You need the Nvidia DDS utilities. You could alpha it out. GIMP is a bit rubbish i think. In Photoshop you could simply use the clone stamp. You can alpha the cheek guards out if they are a pain, then they'll be invisible.


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