That was my experience with making the chests and trunks tintable, as well. I was not able to make separate versions for that reason, and was only able to make the originals tintable.PJ156 wrote...
I had problems with the armoir today. I got it working okay by over riding the existing mdb but when i tried to create a new model it lost its attachment to the other parts. the result is a doorless armoir which is something new which i will keep. What this means is no separate utp for the armoir. Hey ho.
Creating tint maps
Débuté par
PJ156
, sept. 27 2013 05:54
#51
Posté 07 octobre 2013 - 04:23
#52
Posté 07 octobre 2013 - 05:53
I missed that post,
Your chests are painted with red.dds or did you retint them with all three channels?
I had considerred chests for later on but there are other shiny things to play with first.
PJ
Your chests are painted with red.dds or did you retint them with all three channels?
I had considerred chests for later on but there are other shiny things to play with first.
PJ
#53
Posté 07 octobre 2013 - 07:41
I made special tint maps for them so I could tint two shades of wood and the metal parts separately.
#54
Posté 13 octobre 2013 - 09:27
#55
Posté 19 octobre 2013 - 12:49
#56
Posté 10 novembre 2013 - 06:49
I've been working some more on tinting amoung other projects and this is what I learned today.
All three tapestrys are tinted with the same pure red below.

Up to now I have added tint to a copy of the model using the stock texture map. (far left)
If the model was strongly textured, like the tapestry above the new tint adds to the under colour so the final colour is never pure but you get some very rich colours as per the left model.
,
So I painted over the existing colour with white and got the model in the middle. the colour is pure but it looks very pristine. Still a nice effect and good looking in game with muted colours.
Lastly I took the coloured texture map and, using paint, I used the pencil sketch effect. This makes it black and white and pulls out the uneveness in the coloured texture map. You can adjust the amount of detail you want to reatain in the black and white image. Using that as the texture map gives the right hand effect.
When I release this, all three models will be included for several of the placeables. I think the effects are different and worthy of treating spearately. On some models it makes little difference but the beds will benifit from separate treatment I think.
Anyone disagree?
PJ
All three tapestrys are tinted with the same pure red below.

Up to now I have added tint to a copy of the model using the stock texture map. (far left)
If the model was strongly textured, like the tapestry above the new tint adds to the under colour so the final colour is never pure but you get some very rich colours as per the left model.
,
So I painted over the existing colour with white and got the model in the middle. the colour is pure but it looks very pristine. Still a nice effect and good looking in game with muted colours.
Lastly I took the coloured texture map and, using paint, I used the pencil sketch effect. This makes it black and white and pulls out the uneveness in the coloured texture map. You can adjust the amount of detail you want to reatain in the black and white image. Using that as the texture map gives the right hand effect.
When I release this, all three models will be included for several of the placeables. I think the effects are different and worthy of treating spearately. On some models it makes little difference but the beds will benifit from separate treatment I think.
Anyone disagree?
PJ
Modifié par PJ156, 10 novembre 2013 - 07:10 .
#57
Posté 10 novembre 2013 - 09:49
variety is the spice of life - more great work PJ !
Modifié par Morbane, 10 novembre 2013 - 09:50 .





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