kmiles1990 10 Posted June 11, 2015 Hello all, Sorry for being such a noob but i have watched tons of tutorials on texturing and its all fine and dandy but I dont understand how you bring the tga file into photoshop and automatically know which part goes where. I was trying to retexture a helicopter but when I bring in the .tga there is just a ton of flattened parts in one picture. It hard to understand where the color is going on the heli. Is there a much easier way to do this? If I just color over these parts in photoshop it always looks dull and not finished and like I stated I cant get lines correct and so fourth because of it being flat. Thanks, -Kevin Share this post Link to post Share on other sites
poolpunk 668 Posted June 11, 2015 Hey Kmiles! You could use the original texture as a guideline to create your own Texture-Template. On the other hand: There were already a couple of templates released on the forums (-> http://forums.bistudio.com/showthread.php?186521-Community-Texture-Templates). Share this post Link to post Share on other sites
kmiles1990 10 Posted June 11, 2015 do you have skype? Im just still so lost man Share this post Link to post Share on other sites
bad benson 1733 Posted June 11, 2015 you can try this for real time preview ingame. https://community.bistudio.com/wiki/setObjectTexture that should help you get a better idea of where things go. you could add some neon guidelines to the textures and then preview them ingame to see what's up too. to help it not looking too flat you could open the normal map and take one of the rgba channels (can't remember which one) to get ome kind of a cavity map that you'd then multiply over your colour scheme. that's more useful for uniforms probably though. Share this post Link to post Share on other sites