XSI: Skins and textures

I am creating a mod that involves many new ships, I understand the general design process, but I have yet to understand skins and textures.  I understand that they cover the object  and affect its design in-game, but what is the difference between the two?  Which one (if not both) is the "artwork" that covers a ship such as coloring, and light strips for windows?  I am thinking that it is textures, but I'm not sure.

Also, how do you create a new texture?  Do you have to create it seperately like in gimp or something and then just use the add image thing (I know this part) or what, or can you draw it on the object itself?

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Reply #1 Top
okkkayy. :p

Textures, some people call them skins, are flat 2D images which are wrapped around the 3D models by the game's 3D engine.

A 3D model has a set of coordinates which is how the engine knows where to put it, this is called a UV map (some people also call this a skin... lol).

You create textures in paint programs, like GIMP yes. There is a bunch of other stuff required after the texture has been made (data/normal map etc).

Usualy the texture is created after the 3D model because the "UV map" can be saved as a tempalte of all the parts of the 3D model which you can use as a template.

Reply #2 Top
How would we go about creating the UV map in XSI? is there an export option or something?
Reply #3 Top
The UV map is part of the model (if you look in the .mesh files the UV coordinates are below the vertex etc).

You make the UV map, with the mapping tools. You choose projections to use for selections of faces (And in sins you use a single texture for the whole model).

So you put all the unique looking face sections in diffrent areas of the image. To see this in XSI use the add image button in textureing and then choose a projection (near the bottom of the window that pops up).

Then click on "projection" in the edit section (button of the textureing toolbar).

That should give you the basic idea.
Reply #4 Top
Another way to see how your UV mapping is going (and you will also need this later on when you are painting your textures in Photoshop or simmilar) is to select the Edit menu in your XSI Texture Editor (shortcut for the TE is usually Alt-7) and then select "Stamp UV Mesh". You will be asked if you want to replace the current material with the new one, select yes and then you will be able to use render preview or render areas ("q") to see how your UV mesh looks on your model directly.

To start making a UV map itself:

1. Select your model, then go Model->Property->Texture Projection

2. Select any projection, I usually go for the top-down

3. Prepare a full black "canvas" image in your image editing program. I recommend higher resolutions because you can always scale them down later as needed whilst enlarging low-res images tends to go blurry

4. Again go Model->Property->Texture Map
In the Clip section of the window which pops up, select New->From File and then pick your black canvas image. This will make it easier for you both to arrange your UV mapped sections and to paint them later on.

5. Press Alt-7, this should take you to the Texture Editor.
Move your UV mesh outside of the mapping area which should look like a black square.
Minimize or close the TE and select a few polygons with the raycast polygon selection tool ("u")

6. Open the TE again. Depending on the selection you made and its general shape, choose either Planar, Cylindrical or Spherical subprojection (bottom row on the top toolbar) and then select the alignment which gives you the most fitting shape. Keep in mind this - the greater the angle of projection to the actual surface you are UV mapping, the more "stretched" the final texture will look. So always aim to have that angle as close to 0 as possible. With practice you will get the hang of it.

7. Scale, rotate and align the new UV mesh section on your canvas. As you will end up with many such sections, I recommend just placing them on the side of the canvas area and adjusting their size and position later when you have all the pieces mapped. Keep the UV maps of big sections of your model which require higher resolutions as large as possible since if you have (for example) a big flat surface mapped to a tiny section on your canvas, you will not be able to paint it in sufficiently high resolution and it will look grainy and ugly. Small, unimportant or "low-visibility" sections you can fit in last, in spaces that you have left on the canvas even if it means scaling them down a lot.

8. When you are done arranging the sections, go Edit->Stamp UV mesh and select the file name of your brand new skin texture file. Select yes when the program asks you if you want to replace the current material. You will then need to open that image in your image editing program, and then, using the UV grid "stamped" on it, paint the texture as you wish.

And that's the basics. There are a few more tricks, like using Tools->Match to match the UV grids of symmetrical parts, making them overlap and thus having to paint over them only once to cover both sides of the ship, Tools->Heal to join up two or more UV sections together and avoid seams between then (this is how you UV map an organic or continuous texture, for example a face) or mapping just one half of your model and then using symmetry to complete the model and so on, but the above should get you on your way.
Experiment and expect a lot of frustration at first since this requires a bit of practice to get the feel for it. Good luck!
Reply #5 Top
I can't get past step five. I opened the texture editor but there is just the standard thing there. Also, when I set the view from shaded to textured, only the right hanger bay shows up. (I accidentally made it do that long ago and forgot to hit undo...)
Reply #6 Top
I don't use textured views, they often end up messy, poorly lit or whatever. Use shaded and preview your texture work with render, or render areas. Its quick enough and you can also preview stuff like bump-mapping, illumination and so on, which you can't do with ordinary viewport set on textured.

As for getting past step five, whoops.

Instead of going Model->Property->Texture Map in step 4, do this:

go to the Material Manager (Ctrl-7), and there make a new phong material, or select the default one (Create->Phong)
Double click on the new material icon
In the diffuse section, click on the little "plug" button on the right of the Color control; in the new window, under the Image section, click on New->New From File and then select the black canvas image.
Then simply drag the material icon to your model which should be displayed on the left.

Sorry about the mixup, kinda rushed it.
Reply #7 Top
It ok, I'll do that, (as soon as I play a game of sins, four hours on the forum, and I kinda get the urge to go commit genocide...)
Reply #8 Top
Lol. Thanks ManSh00ter that helps alot.
Reply #9 Top
Well I'm back and I'm about to try it. (Ahh it feels good to kill the TEC...)

6. Open the TE again. Depending on the selection you made and its general shape, choose either Planar, Cylindrical or Spherical subprojection (bottom row on the top toolbar) and then select the alignment which gives you the most fitting shape. Keep in mind this - the greater the angle of projection to the actual surface you are UV mapping, the more "stretched" the final texture will look. So always aim to have that angle as close to 0 as possible. With practice you will get the hang of it.

7. Scale, rotate and align the new UV mesh section on your canvas. As you will end up with many such sections, I recommend just placing them on the side of the canvas area and adjusting their size and position later when you have all the pieces mapped. Keep the UV maps of big sections of your model which require higher resolutions as large as possible since if you have (for example) a big flat surface mapped to a tiny section on your canvas, you will not be able to paint it in sufficiently high resolution and it will look grainy and ugly. Small, unimportant or "low-visibility" sections you can fit in last, in spaces that you have left on the canvas even if it means scaling them down a lot.


Now I'm having trouble with these two, Soviet, if you know this please answer.
When I try to do these things, I get the TE screen which is good, but it takes a screenshot of part of the windo essentially and holds it there, but if you minimize it and bring it back up, it'll have the image of its new location!?!?... So I think either I'm missing something big or what, but I can't get it to work...
Reply #10 Top
hmm lemmy finish the model and then i will give it a try, it will take me like 10-20 min to add minor detail to the ship
Reply #11 Top
well I cant even get pass step one, I selected the model and the model think on the right is shaded out...so i cant do anything...

wth am i suppose to do now
Reply #12 Top
NVM i figured it out...i was locking at the wrong button anyway...and damm its taking for ever to craet new texture map, the damm thing practicly crashed
Reply #13 Top
gah ok so i figured out how to creat the mesh and so on, but how do i apply it?
this is what i got right now does it look right and how amm i suppose to put it into XSI, im trying to do that but failing miserably
Reply #14 Top
NVm i figured out what i did wrong, i deleted the mesh i created on accident, luckely i never saved after i deleted so now i know what to do...thanks...
Reply #15 Top
Wow, a quintiple post, haven't seen one of those in a long time lol...

But erm ok... I think you need to use the converter to tell the computer what it needs to do. Also, when you get it done, post it on filefront or something so I can get it to start making code. Also wait...do you have nulls? you should have like fifty nulls in total 40 of those should be in the center of the star. Just put one there and say ctrl-D 39 times. After that, I can pretty well do the coding... I'll read up on mesh files, and I'll make sure to finish up the textures...that PM you sent seems to make sense, so I'll try that...and maybe I'll get the thor torpedoes done tonight, so my schedule is: learn meshes, texture, Thor torpedoes...
Reply #16 Top
I will put nulls in a bit. for now I will continue to do textures and so on. Its more complex then i imagined.