
soundguy
Joined: Jan 21, 2015
"They've got a cave troll! Wait...it's a Wraith!"
|
Posted: Feb 3, 2015 11:57 PM
Msg. 1 of 3
Hello, I have reach marines ready to go (all 32 perms, just need animations), but I noticed that the bitmaps used are still thier original white color, instead of my color in max which is the reach army color (brown for their armor peices, white for helmet, green for cloth). How can I achieve the same color result in the bitmaps? Btw, the bitmaps look like this But in max the colors look like this also, how would I achieve the orange or clear glasses (I saw this in the reach bipeds uploaded by potterhalo) I really need major help on bitmaps :D
|
|
|

rododoonceagain
Joined: Dec 21, 2014
Left Halo because life
|
Posted: Feb 5, 2015 02:57 PM
Msg. 2 of 3
First way: 1) Download Paint.NET 2) Open your texture 3) Copy your texture and paste it in a new layer 4) Delete from this layer the parts you don't want to recolor, using the rubber tool 5) Go to Regulation => Curves 6) Switch from luminosity to RGB and drop down a little the channels you want to soften; for example, if you want a green marine, drop down IN THIS LAST LAYER both the red channel and the blue channel 7) Adjust the final result with Regulation => Hue\Saturation, then compile
Second way: 1) Download Paint.NET 2) Open your texture 3) Adjust the multipurpose map with the curve function to have reflections, details and stuff 4) Create an alpha mask (there are some scripts to do this lurking around); areas you don't want to be recolored must be completely transparent 5) Compile the bitmaps, set up your color permutations in actor-variant tag or biped tag and you are done.
|
|
|

soundguy
Joined: Jan 21, 2015
"They've got a cave troll! Wait...it's a Wraith!"
|
Posted: Feb 5, 2015 11:06 PM
Msg. 3 of 3
Quote: --- Original message by: rododoonceagain First way: 1) Download Paint.NET 2) Open your texture 3) Copy your texture and paste it in a new layer 4) Delete from this layer the parts you don't want to recolor, using the rubber tool 5) Go to Regulation => Curves 6) Switch from luminosity to RGB and drop down a little the channels you want to soften; for example, if you want a green marine, drop down IN THIS LAST LAYER both the red channel and the blue channel 7) Adjust the final result with Regulation => Hue\Saturation, then compile
Second way: 1) Download Paint.NET 2) Open your texture 3) Adjust the multipurpose map with the curve function to have reflections, details and stuff 4) Create an alpha mask (there are some scripts to do this lurking around); areas you don't want to be recolored must be completely transparent 5) Compile the bitmaps, set up your color permutations in actor-variant tag or biped tag and you are done. Thanks Edited by soundguy on Feb 8, 2015 at 04:06 AMEdited by soundguy on Feb 8, 2015 at 03:22 PM
|
|
|
| |
|
|
 |
|