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This tier is for those who want to learn how to extract 3D models, textures, animations, sprites (etc...) by themselves from various games and convert them to usable formats.
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Description
So while making a custom model for Bella-inventore I told her how to add glow/lights to her models if she finds any without them. She agreed that I should post these tutorials.
So here is the first tutorial where I explain how to make your new texture which will be the lights/glow texture for your model. The example texture I use is for one of the torso armours for Mass Effect.
Next Part: padme4000.deviantart.com/art/A…
Credits:
Tutorial - Padme4000
Kyle Shepard - AlienFodder
Armour - user-domain-error
Mass Effect/EA/Bioware
So here is the first tutorial where I explain how to make your new texture which will be the lights/glow texture for your model. The example texture I use is for one of the torso armours for Mass Effect.
Next Part: padme4000.deviantart.com/art/A…
Credits:
Tutorial - Padme4000
Kyle Shepard - AlienFodder
Armour - user-domain-error
Mass Effect/EA/Bioware
Image size
940x8000px 4.83 MB
© 2014 - 2024 Padme4000
Comments11
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Very useful tutorial.
Hint:
WYSIWYG („What You See Is What You Get“)
Perhaps you have noticed that if you pick a color and paint it on the second transparency layer, then this color is never the same as you see it in XPS?
This is because in the next part of your tutorial you will use this emission map with the "Render Group number" (RG) 38.
If you keep in mind that the shader for RG 38 will simply ADDED the Glow Texture is to the Diffuse Texture (as a simple mathematical addition) we start understanding how this part of the XPS render works and we have a little more control over it in GIMP.
If you want already see in GIMP what you get in XPS, then just switch the Blend Mode for the 2nd layer in GIMP from "Normal" to "Addition".
Now your GIMP image editor is a system in which the graphics can be edited in a form closely resembling its appearance when saved or displayed in XNALara_XPS
BTW:
The 2nd layer does not need to be "transparency". You can also fill it with "black". Black is in RGB 0/0/0 - and adding zero to any value will not change the result.
Relevant: Eye Emission - Suggestions Please
Hint:
WYSIWYG („What You See Is What You Get“)
Perhaps you have noticed that if you pick a color and paint it on the second transparency layer, then this color is never the same as you see it in XPS?
This is because in the next part of your tutorial you will use this emission map with the "Render Group number" (RG) 38.
If you keep in mind that the shader for RG 38 will simply ADDED the Glow Texture is to the Diffuse Texture (as a simple mathematical addition) we start understanding how this part of the XPS render works and we have a little more control over it in GIMP.
If you want already see in GIMP what you get in XPS, then just switch the Blend Mode for the 2nd layer in GIMP from "Normal" to "Addition".
Now your GIMP image editor is a system in which the graphics can be edited in a form closely resembling its appearance when saved or displayed in XNALara_XPS
BTW:
The 2nd layer does not need to be "transparency". You can also fill it with "black". Black is in RGB 0/0/0 - and adding zero to any value will not change the result.
Relevant: Eye Emission - Suggestions Please