Trial and error is the best way to do that. With the split dye option, you can choose any of EAs original 16 swatches for the top portion while the buzzed areas can have a whole different color. Afterwards you will probably also have to edit the texture file so it looks good with the new UV map. You can use the S key to change the size of the UV selection (S + X to change the width and S + Y for height) which might help. All parts of the model’s UV need to be within the hair section of the texture file so they don't clash with other clothing ( /thread/62/fix-uv-map-template ). Then press G to move the selection to a different part of the image.ģ. Import your meshes and then make all of the geometry's shaders simglass. Go to CAS create 3D mesh and select any hair that has three groups. Open the UV editor if it isn’t open already:Ģ. Select the hair ref and then your mesh, then go to weight paint and transfer weights to the nearest vertex. In edit mode in Blender, try selecting the half of the hair that you want to recolour. If you really want to keep the hair you're working on, you'll need to edit the UV map and the texture file which can be a long process:ġ. Most EA hairs don't have that problem so you might want to choose another hair to recolour instead. If both halves of the hair are UV mapped over the same part of the texture file, then when you recolour the texture file it will change both sides of the hair at once.
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