• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Custom texture entities

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Someone knows where i can get the fat tourist correct mesh? i have one but dosnt match the texture positioning... would be appriciated.

 
Dont worry Wilson i found it... (felling a little like "cast away" here)

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now ill go "menstrual mod on" and wont upload anything else until someone tells me im pretty... or ugly... but something.

 
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lol, was kidding anyway but thanks mate. Im off "zombie fashion design" for a bit becouse of stupid boring work, but got to pay the bills.

there will be more coming soon... never realized there where so many freaking zeds.

 
btw if someone has ever done this before, or gun retexture or whatever... the thing keeps giving me issues is the "normal" texture... i am creating N from the retextured obj in PSD but not really happy with the resoult. i can use the old ones but then the new details miss a bit of a bump. any tutorials or tips out there?

 
btw if someone has ever done this before, or gun retexture or whatever... the thing keeps giving me issues is the "normal" texture... i am creating N from the retextured obj in PSD but not really happy with the resoult. i can use the old ones but then the new details miss a bit of a bump. any tutorials or tips out there?
Depends on what/how you are doing it.

Normal maps store vector information.

In Photoshop, the easiest way is Filter -> 3D -> Generate Normal. (You can also do bump maps this way).

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You will need to enable a GPU in performance preferences and reboot PS if you havent already.

Next, better option is to use nDo or Substance Painter. ($$$)

 
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Thanks. Yes I've been doing it in PS like that. Playing with different setups. Is just that in unity compared next to each other the original normal looks better. I should try to check it in game to be honest may look better there. I've been lazy and didn't updated the textures to check them in game.

Thanks mate.

 
You can try inverting the Green channel.

Otherwise, you will need something like substance that can export the normal as OpenGL, not direct X.

If you are replacing the normals on entities without exporting as a bundle and using SDX, you will need to remember to split your normal.

Vertical information in the RGB, Horizontal information in the Alpha Channel.

 
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