Announcement

Collapse
No announcement yet.

Request: step by step on applying non mirrored images.

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Request: step by step on applying non mirrored images.

    I am thinking of maybe becoming more active in the modding scene again but... the only things that seem interesting to me, are making some shields, weapons, and quite a few outfits, or helms... quite a few actually...around 20 or 30 if all goes well....heres my problem... maybe I'm just not understanding what UV mapping means... okay I'll admit it.. as soon as I hear "just use UV mapping" ...I draw a blank and say wtf does that mean? can someone explain in dummy terms step by step how to apply a non mirrored image to something? i'm not the only one who is looking for a tutorial in this so please, any help with this will be greatly usefull and appreciated by the modding community in general.
    A LMFAO production:
    How to Kill a Ninja----
    http://video.google.com/videoplay?do...76&q=askaninja

    98% of the teenage population does or has tried smoking pot. If you're one of the 2% who hasn't, copy & paste this in your signature

  • #2
    Re: Request: step by step on applying non mirrored images.

    Well haven't tried to create any non-Mirroed images yet, but to get it accomplished I would imagine that VRS will play a big role since it gives you a full mesh instead of the half-mesh that Metasequoia does. If I need to explain Mesh is the wireframe were the textures is placed on.

    All that UV Mapping means is taking an image you created and telling the system how to lay it on the mesh. Were to stretch the image and were to compress it (Compressing for a sharper/smaller graphic).

    It's the 1-2 effect of the vertex's creating the surface and UV Mapping that can create a clean image and conserv space.
    Last edited by Macht; 06-28-2006, 11:11 AM.


    Cheezy Test Result (I am nerdier than 96% of all people. Are you nerdier? Click here to find out!)

    Comment


    • #3
      Re: Request: step by step on applying non mirrored images.

      there is a tutorial on ffxidats on non mirrror images
      "You have 2 legs so walk forward on them"

      Comment


      • #4
        Re: Request: step by step on applying non mirrored images.

        Yeah, checked the FFXIdats.com forum about it. They did exactly as I would of thought to make non-mirrored images.

        Basically you are creating the head twice and splitting in half, then label one half differently so the two meshes don't remerge. Creates a new texture image for the other half of the head were you can edit and create the non-mirrored image.

        Got to do in VRS of course.


        Cheezy Test Result (I am nerdier than 96% of all people. Are you nerdier? Click here to find out!)

        Comment


        • #5
          Re: Request: step by step on applying non mirrored images.

          well, I suppose that makes sense... I think... but say for example theres an image that is in the middle of the outfit.... since both of the BMP files are exactly the same and the middle is actually mirrored in the middle ...would you have to make one bmp have the front half of the design, and the other bmp have the back half of the design, and hope it lines up? ...I'll check on FFXIdats too just in case its been answered Thanks!
          A LMFAO production:
          How to Kill a Ninja----
          http://video.google.com/videoplay?do...76&q=askaninja

          98% of the teenage population does or has tried smoking pot. If you're one of the 2% who hasn't, copy & paste this in your signature

          Comment


          • #6
            Re: Request: step by step on applying non mirrored images.

            When you copy he mesh it copies the mesh's current UV Mapping as what it would be for the full mesh. So when you go and delete one of the halfs it removes only the UV Mapping to that half. So the other half maintains it's mapping and are actually two seperate texture images that look identical but the UV Mapping is different on each.

            Unless you move the UV Mapping of that area of the mesh or move the image itself the two halves should still line up perfectly. If you are intending to make something that should stay that way probably the fastest method is first do the art that should mirror then split the meshes to create the non-mirrored stuff.


            Cheezy Test Result (I am nerdier than 96% of all people. Are you nerdier? Click here to find out!)

            Comment


            • #7
              Re: Request: step by step on applying non mirrored images.

              What FFXIDats said worked, and it worked very, very well ^^

              I was just fooling around with it, and here's what I got (the little image is a chinese dragon/Seiryu image).



              I combined the Leather vest with the Lizard vest (shoulda used Dino and Lizard, it probably wouldn't have that jagged line in the middle) and cut off a side on each so the two halves made a whole. Applied one half to the lizard vest skin, and on the leather vest skin, flipped the other half of the image. They matched up well and it looks pretty good.

              I'ma go have more fun now

              Comment


              • #8
                Re: Request: step by step on applying non mirrored images.

                yeah um....about that tutorial..maybe I'm missing something but i couldnt find it... can someone post a link for it?
                A LMFAO production:
                How to Kill a Ninja----
                http://video.google.com/videoplay?do...76&q=askaninja

                98% of the teenage population does or has tried smoking pot. If you're one of the 2% who hasn't, copy & paste this in your signature

                Comment


                • #9
                  Re: Request: step by step on applying non mirrored images.

                  Not really much of a tutorial they have on FFXIdats.com kind of similar to how I just posted about it here.

                  If you want a really abbreviate process that covers what you need:

                  1. Find model you want to alter (Probably best method is using ModelViewer to look at them)

                  2. Export to .MQO and with Metasequoia and Paint/Gimp make the changes to the texture image, this is for creating all mirrored graphics first.

                  3. Import back to .dat

                  4. Import into VRS, copy the mesh you want to non-mirror.

                  5. Rename copied mesh so it isn't the same as original or others that are there. So <Body - Hide0> is original and you name other <Body - Hide1>, something like that.

                  6. Export .dat out of VRS

                  7. Import the modified .dat into .mqo

                  8. With Paint/Gimp retexture the half you want to show the non-mirrored graphics.

                  9. Import back into .dat and should be it.

                  EDIT:

                  If you realize what is happening between steps 4 - 7 you can actually combine 2-3 and 8-9 together.
                  Last edited by Macht; 06-29-2006, 02:12 PM.


                  Cheezy Test Result (I am nerdier than 96% of all people. Are you nerdier? Click here to find out!)

                  Comment


                  • #10
                    Re: Request: step by step on applying non mirrored images.

                    hmm...Okay I think I understand how that works. I'll have to mess with it as soon as I get finished with this drg reskin ...should be done today if all goes well....i want to say the pants are done but... I dont want them to look drk Af looking so... may mess with it a bit more.. havent started on the boots yet but everything else is done besides the boots....and...maybe the pants lol... I decided to make the stomach/chest a bit more...armored looking as well, so I added another style of armor to it. Any suggestions for the boots, or pants?


                    P.S. I took a pic of each one with 2 different background colors to see everything...some things show up better with the black background (the purple trim), but others show better with the black background..


                    EDIT:
                    5. Rename copied mesh so it isn't the same as original or others that are there. So <Body - Hide0> is original and you name other <Body - Hide1>, something like that.
                    um....you can also name it ...say.. <Body2 - Hide0> or something right?...the hide part can affect what is shown on that piece... like if a helm is not hiding hair, you change the hide property....so that might not be a good idea to rename that part....
                    Last edited by dabadking; 03-03-2007, 10:20 AM.
                    A LMFAO production:
                    How to Kill a Ninja----
                    http://video.google.com/videoplay?do...76&q=askaninja

                    98% of the teenage population does or has tried smoking pot. If you're one of the 2% who hasn't, copy & paste this in your signature

                    Comment

                    Working...
                    X