Freon Posted April 6, 2017 Posted April 6, 2017 (edited) Curiosity question for those who model/skin in this game. When creating a skin/attire, are you guys exporting the DDS file into Photoshop, working there, and exporting back? or Are you opening the model in Zbrush/3ds Max/ or X-REY and working completely there then exporting back into the game using X-packer or whatever other tool. The reason I'm asking is because i had no problem using Photoshop just to mess about with Kane's mask. Opening an original file i was able to see where the previous eyes and what not matched up and using Photoshops tools i was able to get things into position and get it into the game. but then.... i decided to open the outfit and i got confuzzled. I couldn't make heads or tails for the most part as to what went where. It's easy to see where the waist separates the chest, the center and the legs, but as you can see Kane is sleeveless in the model. So my best guess going by the top pic on the right corner is that those 4 black lines are used to mark the shoulder/sleeve holes or is that the two big black circles toward the bottom? Then i see those other three light looking red circles at the bottom. This question isn't particular to Kane. Any model can be used as reference to answer my question or shed some light as to placement or tools being used. Also, any links to videos. I can't help but think I'm doing it wrong and making it more complicated than it is. So as Austin would say, please "Toss me a freaking bone here!" Seriously any videos or links will help. I've read a bit and gotten this far, but I've never messed with this before. The most I ever did was making skins for a now defunct game called Kingpin Life Of Crime. Like i said, I picked Kane cause i just wanted to mess around with his mask initially to test out X-packer, but my initial goal is to learn what goes where and the best tools used to edit. Doesn't have to be Kane. Maybe all in one tool. So to recap, My main concern is knowing if people are using templates to position things and are they using Photoshop if just skin/texturing attires or using Zbrush/Blender for everything. (wrapping textures around the model like a blanket, lol I'm really not sure. You guys make it look so easy. Thanks for reading this far and like i said any links pertaining to this will help. Edited April 6, 2017 by Freon Quote
bravebird31 Posted April 6, 2017 Posted April 6, 2017 (edited) Personally, I use Zbrush to texture the model but you don't need Xrey unless you plan on editing the model. Here's a quick intro to the files (Can't get exhaustive do to needing to go to work in the morning) 0000= main character model 000A= normal maps, aomaps, hair and attire maps, etc 000C= head and body color textures 2715= hair model 001a/001b/2716/2717= These normally contain additional parts like elbowpads or shirts, but in mods we use these slots to use parts from other models to complete a mod. I have a tutorial on how to import a model from 3ds max to zbrush around here somewhere. If you are trying to use Blender there are tutorials around the forum (I would recommend checking out the 2k15 section, I believe there are some tutorials there for Blender. I hope this helps and hopefully some other folks will add to this tidbit of info. Edited April 6, 2017 by bravebird31 1 Quote
Freon Posted April 6, 2017 Author Posted April 6, 2017 1 minute ago, bravebird31 said: Personally, I use Zbrush to texture the model. Here's a quick intro to the files (Can't get exhaustive do to needing to go to work in the morning) 0000= main character model 000A= normal maps, aomaps, hair and attire maps, etc 000C= head and body color textures 2715= hair model 001a/001b/2716/2717= These normally contain additional parts like elbowpads or shirts, but in mods we use these slots to use parts from other models to complete a mod. I have a tutorial on how to import a model from 3ds max to zbrush around here somewhere. If you are trying to use Blender there are tutorials around the forum (I would recommend checking out the 2k15 section, I believe there are some tutorials there for Blender. I hope this helps and hopefully some other folks will add to this tidbit of info. Thanks @bravebird31. I've figured out the 0000 files from reading on Tekken57 s4blog web on a tutorial making Booker T's face green. I saw you messing around with Kenny Omega using Zbrush and it peaked my interest as to what peeps where using. So I'm guessing you're using Zbrush completely from start to finish to texture your model, save it, then injecting back into the game using X-packer? I'll do some research on the 2K15 aspect of it. The thing is I was using Photoshop for just texturing/skinning and opened up a Kane 2K16 DDS top then a Kane 2K17 DDS outfit and the placement looked different. Maybe that was my mistake going from top to outfit, but it still looked confusing as to what went where on the 2K17 DDS. Either way thanks. I'll see what more i can scrounge up and i will do some research on Zbrush. Quote
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