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Author Topic: UV Map a new race  (Read 3071 times)

TheMetalCarrots

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UV Map a new race
« on: November 22, 2017, 10:43:19 pm »
Hey all,

Was wondering if there was anyone who could give me info on how to UV map a race I'm making that has textures with no real pattern to them. I did a bit of digging on this and found nothing that exciting, was just wondering how specific the textures need to be - I have a model that has textures all over the place, would this not translate well if I UV mapped the current textures onto the model - should I try to recreate the generic player model (body texture to the right, arm texture to the left etc.) using the textures I have instead?

Thanks all

TheMetalCarrots

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Re: UV Map a new race
« Reply #1 on: November 22, 2017, 10:48:00 pm »
To clarify - the texture looks like the attached file, whilst the usual character model (I used the Draeneifemale as an example) has more structure to it. Would I have to go about trying to sort out my texture to look like this or could I make do with what I have?

schlumpf

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Re: UV Map a new race
« Reply #2 on: November 23, 2017, 01:34:35 am »
I can't link to it but someone once made a schema of character component texture layout. It needs to be exactly as it is with other races or facial features and equipment will break. In mop+ there is https://wowdev.wiki/DB/CharComponentTextureSections which describes the layout. Note that it also describes the <HD layout so is actually all you need to know!

TheMetalCarrots

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Re: UV Map a new race
« Reply #3 on: November 23, 2017, 02:24:02 am »
Alright, thankyou for the help - I'll get right on that! 

inico

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Re: UV Map a new race
« Reply #4 on: November 23, 2017, 04:55:14 pm »
The UV must look like this if you want to equip items:

(512x512)

For MoP pandaren and WoD character models:

(512x1024)

You must create a second UV channel with the playable character layout. Once finished, render the texture with the new UV layout:

(In Blender: Render-> Bake-> Textures)

Then, convert the UV channel with the character layout in the main one and apply the texture you just rendered.
« Last Edit: November 23, 2017, 08:33:04 pm by inico »

detonatorss

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Re: UV Map a new race
« Reply #5 on: February 01, 2018, 09:15:52 am »
The UV must look like this if you want to equip items:

(512x512)

For MoP pandaren and WoD character models:

(512x1024)

You must create a second UV channel with the playable character layout. Once finished, render the texture with the new UV layout:

(In Blender: Render-> Bake-> Textures)

Then, convert the UV channel with the character layout in the main one and apply the texture you just rendered.

then how you can put in a "Wotlk Style" the extra visuals from "Wod or Pandaria?"
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inico

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Re: UV Map a new race
« Reply #6 on: February 03, 2018, 02:23:46 am »
then how you can put in a "Wotlk Style" the extra visuals from "Wod or Pandaria?"

Put the extra stuff inside a new texture and use it as a "skin extra" slot tied to the skin color. It's the same method taurens use for their fur and female pandaren use for their hair.
For example, you can put the undead bones in the extra texture since they don't fit anywhere in the character texture. Same goes for the Pandaren tail and sandals.
Since the "skin extra" texture doesn't have a size restriction and doesn't need to be indexed, you can add a lot of details.

Sample:


(Done with my Photoshop action pack)

detonatorss

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Re: UV Map a new race
« Reply #7 on: March 11, 2018, 05:19:57 am »
then how you can put in a "Wotlk Style" the extra visuals from "Wod or Pandaria?"

Put the extra stuff inside a new texture and use it as a "skin extra" slot tied to the skin color. It's the same method taurens use for their fur and female pandaren use for their hair.
For example, you can put the undead bones in the extra texture since they don't fit anywhere in the character texture. Same goes for the Pandaren tail and sandals.
Since the "skin extra" texture doesn't have a size restriction and doesn't need to be indexed, you can add a lot of details.

Sample:


(Done with my Photoshop action pack)

But... How i can add an extra texture in blender and in the m2?
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