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编辑“
Portrait modding
”(章节)
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=== Photoshop === But, let’s start off, and take Fungoid 11 as an example. First create a texture of your alien. Separate the body parts that will be moving in different layers, and remember to paint behind any moving parts such as arms/tentacles/jaw/ears. The original should look something like Fig.1 (observe the amount of layers): [[File:Portrait rigging fig1.jpg]] ''Fig.1: Source texture file of alien portrait'' Next separate each layer and place them a few pixels away from each other like in Fig.2. [[File:Portrait rigging fig2.jpg]] ''Fig.2: Body parts separated'' Select all the separated layers, duplicate them, merge the duplicated layers, add the merged layer to the bottom of the folder, rename it to “padding” (this is to prevent alpha bleeding), ctrl-select the padding layer and go to “Select > Modify > Expand”, expand it by around 5 pixels. Make sure that the expansion doesn’t connect to any other selection. Now we want to fill in the expanded area with the same colours as the body parts. This can either be done manually by painting in the area with the body parts’ colours or by using a plug-in that does it for you. A plug-in we have been using is the Free Plug-Ins from Flaming Pear found here: http://www.flamingpear.com/download.html (go to Free Plugins at the bottom), then in Filters, go to Flaming Pear, then Solidify A to fill the selection. Now when our padding layer is done we want to create an alpha. This is done by ctrl+shift+selecting the layers, go to Channels tab in the layer window and clicking the “Save selection as channel” button at the bottom of the window. Having our alpha created the texture file should be complete, however it is probably pretty large. Save your .psd file, then resize the image to 512x512 (don’t save the .psd file here!), save the file as a .dds with DXT5 settings and then ctrl+Z to get your original size back to your .psd. Your texture should now be ready to be rigged in Maya.
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