Mostly Harmless

Difference between revisions of "Legacy:Skinning"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
(Re-wrote with some formatting)
 
m
Line 1: Line 1:
==Character Skinning Basics==
+
BEGINNER CHARACTER SKINNING TUTORIAL FOR UT2K3/2K4
  
This tutorial teaches you how to take an existing game character and create a new one with your own texture (colors) on it.  Once completed you will be able to see your character when you play in standalone mode.  You can also send it to friends so they can use it and see you using it in network play.   
+
This tutorial is going to teach you how to create new skins, which creates a whole new character that you can see.  You can also send it to friends or other people so they can use it and see you using it.  Keep in mind that you will not learn how to do all of the fancy techniques that the pros use: you are simply learning how to go about making the skin, and you can then learn new techniques elsewhere and use them.
  
This will not teach you how to make ''good'' skins: you are simply learning how to go about making the skin, and you can then learn new techniques elsewhere and use them.
+
Here are some programs you will need. [[Legacy:UPaint|UPaint]] (no, we will not be using it to skin, those of you who are afraid of it), and a [[Legacy:Graphics Application|Graphics Application]] (i would highly recomend photoshop.  you can get a FREE 30 day trial of the latest version at adobe.com, if you dont already have it) and i believe that is all you need.
 
+
==Tools==
+
 
+
You will need to install [[Legacy:UPaint|UPaint]] from the extras disk.  Either install the extras or note where they are on the install disk - you will be using them later.
+
 
+
You can paint directly with UPaint but you probably want also to install a better [[Legacy:Graphics Application|Graphics Application]].
+
  
 
==Getting started==
 
==Getting started==
  
Open up UPaint and load a character, say Torch or BrockUPaint will show the character in 3D alongside two textures, one for the head and one for the bodySave the character with a new name, say MySkinThis will create MySkin.upp, MySkinbody.upt and MySkinHead.upt on disk.
+
Right now, i will explain editing a previously done skin.  Open up your photoshop and upaint.  In upaint, you need to load a character.  how bout torch, just for exampleyou should see him and two textures on the left.  Now, go to photoshop, and go to open>your ut2k3/3 folder>upaint>textures and find mercMaleABodyA and open it.  also open in the same folder, mercMaleAHeadBnow, if you dont have these textures, then go to the cd you got upaint from, and i think its skinart, or something like thatthat should have a way to install these textures. ok, now this is when you would make all of your changes. now, go to save as, and choose a name for it. save it somewhere,making sure it is in PNG format and go back to upaint.
  
==Headswap!==
+
ok, now you need to click on the box on the left that has the head skin in it.  click anywhere in there.  then go to file>import texture, and find your texture and click open(or import) you should now see your texture, and it should come up on the 3d model to the right.  do the same for your body texture.  now, this is where you can go back to photoshop, make a few tweaks or watever, and then resave and reimport to see it.
  
Now you can draw directly on the 3D character or in the texture windows, but for best results it's worth using a full-fledged graphics package like Photoshop.
+
lets say your done now.  MAKE SURE YOU SAVE NOW!!! go to File -> export character to unreal (in upaint) and it should start exporting.  good, now you need to find the .upl file that it made, and make sure its in your ut2003/4 system folder.  now, open the upl with notepad or something, and look at wat it says.  now, you only need to do this if you want to make custom information for your new caharacter(age, race, data)  if you do, follow along.  see where it says (Text=xplayers.      )and after the xplayers it has a race of somekind and two letters/numbers.  change these numbers/letters to two different ones.  open your system folder, and find the two files that are xplayers.  NOT xplayersL1 or L2, XPLAYERS.  there should be two. one of them is in spanish, so open the english one with notepad or something.  set it for wordwrap, if not already, and find the race type that was in your new characters upl.  make sure the two letters that you added are NOT the same as two already in the race type.  now, anywhere on this page, add that word that came after text=xplayers.------ it should be similar to the ones on the page already.  now, using the ones already there, set up that line to be like them i.e copy the line or something, just putting in your own info.  your character should now be able to work.  try it out by opening up the game, and setting your character to the one you made.  make sure your skin is right, and your info looks correct.  Congratulations, you just made a skin!!!
  
===Finding a starting image===
+
ok, now for part two.  making a skin from scratch for a new model you made(or a current one) open your model in upaint, and click on either the head or body texture area.  go to file, and i think it says create new texture, or something similar.  do that for both head and body.  save them, and open them up in photoshop. all the above steps are the same from here.
  
Go to your graphics program and look for the texture for your character beneath UPaint's installation folder (on my UT2004 installation they are at C:\Program Files\Right Hemisphere\uPaint\Textures)Torch is mercMaleAHeadB.
+
part three-team colors.  i know you want team colors.  now your going to need unrealed.  first, in photoshop, make your team colored skins, and save them the same as the normal skin, just add a _0 at the end for red, and a _1 at the end for blue.  open them in upaint, and export that character.  remember, make sure you save before you export.  now when its done, you can delete the upl file if you want to now.  ok, go to unrealed, and find the texture package that was made with your red/blue skin.  copy the red/blue part, and move it into the pacakage that has your normal skin.  do it for both colors.  now, that package should now contain three body skins(unless you did head instead/also) that are named EXACLTY the same, except for the _0 at the end of the red one, and the _1 for the blue oneyou should also have the one/three head skins, and a portrait should be there too.  now, the team colors should work.
  
You can edit this to your heart's content.  Use the existing texture as a guide to the positions of the eyes and ears, etc.  They line up with the shapes on the 3D model so if you get them in the wrong place your character will look somewhat deformed!
+
ok, that wraps it up.  i hope that you have learned something from this tutorial.  i wrote it cause there are basically NO others on this planet.  and people who are looking at it that have already skinned before, feel free to make changes(duh, its a wiki)
 
+
When you are done, save the file in .PNG formatLet's say it's called MySkinHead.PNG.
+
 
+
===Importing===
+
 
+
In UPaint, click anywhere in the box on the left that has the head texture in it.  Then go to ''file''->''import texture'', find your texture and click open.  Your texture should appear in the left hand window and on the 3D model to the right.
+
 
+
You can continue to make changes, export from your graphics package and re-import in UPaint, and don't forget for minor tweaks you can draw directly on the character in UPaint.
+
 
+
==Save==
+
 
+
First, save your work!  Then Choose ''File'' -> ''Export character to Unreal''.
+
 
+
This will create the following files under your UT2004 install directory:
+
 
+
* ./System/MySkin.upl
+
* ./Textures/MySkin.utx
+
* ./StaticMeshes/cp_myskin1.usx
+
* ./StaticMeshes/X_cp_myskin1.usx
+
* ./Textures/cp_myskin1.utx
+
* ./Textures/X_cp_myskin1.utx
+
 
+
==Team Colors==
+
 
+
A skin will not get popular if it does not support team colors.  Only deathmatch players will download it (not even team deathmatch players!) because anyone who plays a team game with a non-team skin will quickly find themselves in trouble, and getting kicked from servers.
+
 
+
The first step in making team colors is to create the additional skins.  Follow the basic tutorial above to create the red and blue versions, but add team numbers to the name, for example, MySkin_0 for red and MySkin_1 for blueYou can trash the .upl file for the teamskins as long as you keep the original MySkin.upl.
+
 
+
You need UnrealEd to set up team colors.  In UnrealEd, open the texture package containing the red skin and copy it into the package containing the neutral skinRepeat for blue.  The package should now contain three body skins with names exactly the same except for the _0 and _1 at the ends.  In teamplay the engine will automatically select the _0 or _1 textures - this works for body-only, head-only, or both.
+
  
 
==Related Topics==
 
==Related Topics==
Line 58: Line 23:
 
* [[Legacy:Unreal Modeling FAQ|Unreal Modeling FAQ]]
 
* [[Legacy:Unreal Modeling FAQ|Unreal Modeling FAQ]]
 
* [[Legacy:UPaint|UPaint]]
 
* [[Legacy:UPaint|UPaint]]
* [[Legacy:Adding Bot Backstory|Adding Bot Backstory]]
 
  
 
==Discussion==
 
==Discussion==
  
'''SuperApe:''' This tutorial needs love.  The usual: more proper formatting, less commentary, more relevance, explanation, pics, concept and element definitions, linkage, etc.  
+
'''Tarquin:''' Were is this page linked from?
 +
 
 +
'''Wormbo:''' Seems to be linked from [[Legacy:Topics On Modeling|Topics On Modeling]] and [[Legacy:Unreal Modeling FAQ|Unreal Modeling FAQ]].
  
'''Sweavo:''' I just partially loved it.
+
'''SuperApe:''' This tutorial needs love.  The usual: more proper formatting, less commentary, more relevance, explanation, pics, concept and element definitions, linkage, etc.  
  
 
----
 
----

Revision as of 12:16, 15 December 2005

BEGINNER CHARACTER SKINNING TUTORIAL FOR UT2K3/2K4

This tutorial is going to teach you how to create new skins, which creates a whole new character that you can see. You can also send it to friends or other people so they can use it and see you using it. Keep in mind that you will not learn how to do all of the fancy techniques that the pros use: you are simply learning how to go about making the skin, and you can then learn new techniques elsewhere and use them.

Here are some programs you will need. UPaint (no, we will not be using it to skin, those of you who are afraid of it), and a Graphics Application (i would highly recomend photoshop. you can get a FREE 30 day trial of the latest version at adobe.com, if you dont already have it) and i believe that is all you need.

Getting started

Right now, i will explain editing a previously done skin. Open up your photoshop and upaint. In upaint, you need to load a character. how bout torch, just for example. you should see him and two textures on the left. Now, go to photoshop, and go to open>your ut2k3/3 folder>upaint>textures and find mercMaleABodyA and open it. also open in the same folder, mercMaleAHeadB. now, if you dont have these textures, then go to the cd you got upaint from, and i think its skinart, or something like that. that should have a way to install these textures. ok, now this is when you would make all of your changes. now, go to save as, and choose a name for it. save it somewhere,making sure it is in PNG format and go back to upaint.

ok, now you need to click on the box on the left that has the head skin in it. click anywhere in there. then go to file>import texture, and find your texture and click open(or import) you should now see your texture, and it should come up on the 3d model to the right. do the same for your body texture. now, this is where you can go back to photoshop, make a few tweaks or watever, and then resave and reimport to see it.

lets say your done now. MAKE SURE YOU SAVE NOW!!! go to File -> export character to unreal (in upaint) and it should start exporting. good, now you need to find the .upl file that it made, and make sure its in your ut2003/4 system folder. now, open the upl with notepad or something, and look at wat it says. now, you only need to do this if you want to make custom information for your new caharacter(age, race, data) if you do, follow along. see where it says (Text=xplayers. )and after the xplayers it has a race of somekind and two letters/numbers. change these numbers/letters to two different ones. open your system folder, and find the two files that are xplayers. NOT xplayersL1 or L2, XPLAYERS. there should be two. one of them is in spanish, so open the english one with notepad or something. set it for wordwrap, if not already, and find the race type that was in your new characters upl. make sure the two letters that you added are NOT the same as two already in the race type. now, anywhere on this page, add that word that came after text=xplayers.------ it should be similar to the ones on the page already. now, using the ones already there, set up that line to be like them i.e copy the line or something, just putting in your own info. your character should now be able to work. try it out by opening up the game, and setting your character to the one you made. make sure your skin is right, and your info looks correct. Congratulations, you just made a skin!!!

ok, now for part two. making a skin from scratch for a new model you made(or a current one) open your model in upaint, and click on either the head or body texture area. go to file, and i think it says create new texture, or something similar. do that for both head and body. save them, and open them up in photoshop. all the above steps are the same from here.

part three-team colors. i know you want team colors. now your going to need unrealed. first, in photoshop, make your team colored skins, and save them the same as the normal skin, just add a _0 at the end for red, and a _1 at the end for blue. open them in upaint, and export that character. remember, make sure you save before you export. now when its done, you can delete the upl file if you want to now. ok, go to unrealed, and find the texture package that was made with your red/blue skin. copy the red/blue part, and move it into the pacakage that has your normal skin. do it for both colors. now, that package should now contain three body skins(unless you did head instead/also) that are named EXACLTY the same, except for the _0 at the end of the red one, and the _1 for the blue one. you should also have the one/three head skins, and a portrait should be there too. now, the team colors should work.

ok, that wraps it up. i hope that you have learned something from this tutorial. i wrote it cause there are basically NO others on this planet. and people who are looking at it that have already skinned before, feel free to make changes(duh, its a wiki)

Related Topics

Discussion

Tarquin: Were is this page linked from?

Wormbo: Seems to be linked from Topics On Modeling and Unreal Modeling FAQ.

SuperApe: This tutorial needs love. The usual: more proper formatting, less commentary, more relevance, explanation, pics, concept and element definitions, linkage, etc.


Category:Legacy Tutorial

Category:Legacy To Do – Make this tutorial look more like the other successful tutorials on the wiki. See Discussion above.