Adding decals to WT skins with 3DS MAX by RazNaRok

8. Post-Processing

1.
Open U'r favorite Graphic Editor (I will use GIMP)

2.
Open as Layers:
- Default Template RGB
- Rendered Texture (both sides if required)
- Rendered Alpha Mask (both sides if required)

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3.
Add New Full Black Layer.
Place it below the Alpha Mask Texture (or textures for two side)

4.
If Required remove Opposite side from Alpha Mask Textures of Sides - remove Right side from the Left Side Texture and vice versa - and Merge Them Down.

Merge Down Alpha mask Texture to the Black Layer below it.
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5.
If Required remove Opposite side from Color Textures of Sides - remove Right side from the Left Side Texture and vice versa - and Merge Them Down.
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6.
- Add White (Full Opacity) Mask to Color Texture

- Select and Copy Alpha Mask Texture

- Paste Alpha Mask Texture to Opacity Mask

- Anchor Layer

- Delete or hide original Alpha Mask Layer
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7.
Export Image.
Do not Flatten it and do not close Graphic Editor...
as we didn't finish yet...

8.
Open 3DS MAX and import model with default texture from STEP 1.

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9.
With this rendering method... all the elements at the intersection with the vector of projection of our decals are covered with new texture...
We have now to correct this.

Press M to open Material Editor and swap default texture (same way as we did during texture baking but leave map channel at default) to the one we just exported...

Look at U'r model and examine it determine elements with shouldn't be painted with decals texture.

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10.
Go back to Graphic editor, select mask

Grab Brush with full black color and start painting on mask
to remove decals from areas with shouldn't be covered with decals.

Overwrite texture.

3DS will auto refresh texture and U can see U'r changes...

Keep masking decals until U happy with their look on model.

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11.
Apply layer mask to decals layer.
U'r decals are Ready...

But Keep U'r Texture project with layers...
Because I will pull an Ace from My sleeve in next Step...

 

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