2011年10月18日星期二

UGG Sale nba2k10NBA2K10

2011-09-03 nba2k10NBA2K10nba2k10NBA2K10
reproduced] [DIY] NBA2K10 ultimate production of graphic tutorial character patch, 3dsmax8 RI, 3dsmax7.0 English, 3dsmax Tutorial psd.Cuj811 {display: none;} original address : [DIY] NBA2K10 ultimate character build graphic tutorial patch Author: CAVStudio is the plight of the realization of this tutorial if you posted the main picture, typing. several hundred years had not played so many characters. goal is to build a more talented partners can also test the player's original construction of tests, many 2K10 Organisation of veteran players in embarrassment, humorous self-built team could probably have more people to participate in the construction.'s own is not amateur software, used in the construction software are some very fundamental things, 3D is not confusion, but people are used to build 2K10 is a few more features, not so much a tutorial as it is to share with my master build process (initially coherent software download address). Then start it ~
(a) character model material selection & Export
For example, we construct alien to reward cases, then enter the game, select your players feeling closer to the infection (here A Thailand as a template)
remember his Last name
list of files and then opened with REDitor, lost to Ron's famous words to find the data, remember his Portr / CF ID 573
root in the 2K10 game Table of Contents to find the corresponding IFF files PNG573.iff, and then copied to the IFF CDF studio installation folder, drag on the IFF files to Decompress.exe extract, victory will extract the two BIN files, and you will find IFF files bigger
opened with NBA2K10 MOD TOOL after decompression IFF files, Fenmei export arm, high-gloss, bump, face high modulus material and 3D files (high modulus is the model faces up to who the most disordered A), sub- sleeve of a robe to take good name, after a good resolution
Fireworks (two) BLENDER
here in the excision model to demonstrate why use BLENDER, not only because it is the only billing software models, but I feel the model relative to 2K, with BLENDER to excision of the most lunch.
high modulus in the import file BLENDER
point closed eye icon flashes of other components, select only the head, point the triangle into the edit form (ah? not Artest's model, I import the model into other players the. does not affect the tutorial, continued)
model flash select entities, change the editing form Carve form, the selection of capture function, this function can probably squeeze you like mud, like swap (diaoji) own model, it is lunch, very suitable for a beginning of all transfers (diaoji)
keypad 1,3,7 can probably switch perspectives, you can hold down the ALT model may change with the left mouse button, a start we go back to their general model shape to stop the swap. Transfers back profile, try to reduce that model (perhaps with the mouse wheel to control shrink reduction), click on the location of the edge line as far as possible, all transfers, first to neglect the details
then back, look for swap pull back an error saying the differences arising from the premises
change the model, carefully modify other point
feeling bad soon after infection, the switch Carve form for editing form, the details of the stop point and area transfers, hold down You can probably use the left CTRL circle, this process is the test of patience, but also guarantee you the first step of model character, of course, this process you can also perhaps to spice up in 3DSMAX, lunch will be a little more
Jieshang Qu, is a moment of pace, before the swap, you can probably model has the eye with the other components of the original location had a shift, so at the moment to adjust to the corresponding eleven locations, click on the component you want to edit the back corner of 3 symbols into the editor position, the arrow on the bar thing, circle, box corresponding to the function Fenmei is moving, changing, scaling
design tutorials this point, the foundation of all models of transfers to achieve the task, Jieshang Qu, we have to import a look as if the face map. Derived PS had just opened with a face material, you can probably use the photo as the material can probably draw their own excision, but it is first and foremost is the location of facial features, will keep the position for the original map, not the small details of the displacement contact, then we can perhaps BLENDER UV editing to deal with. After the material to do the face, remove the layer mask channel brightly lit, the pattern of re-export to PNG images.
In BLENDER, the closure of other components flash, select only the head, point the triangle into the edit form, switch to wireframe model style flash, then hold down the CTRL full circle with the left-right window
property switch to UV / image editor, then you can probably see all the head of the UV map. Opened before the switch point a good PNG image map, and then switch the form of flash in the 3D window with a form of texture, then you can probably see the results of the model map
At this time, you will find some details at the moment on the map there will be some balance with the model, we can probably go through the process of regulating the model grid to the grid and UV processing transfers to model and texture
full marriage, we model part of the swap is over.
achieved? not. Hard to adjust your model before the model has been with the normal, specular maps do not marry, the most minute part of the just the beginning. However, relatively little amateur.'s Partner can not do art may skip the
(c) ZBrush in the details of Carve and high modulus normal, high light output
map software to build a lot of normal maps, but the results were the best, as far as I know, as long as ZBrush.
Fireworks before exporting the model in BLENDER OBJ files, remember, export, select only the flash head and closed the other components, output options as shown
opened with ZBrush OBJ files, you will see a 3D model
more intuitive continuous press CTRL + D, under the general 5-6, the model can hack into a super-creamy high modulus - (then the computer will point card. after a while just fine)
Then, we start the reactionary nature of the pace, and Carve high modulus details, click the first icon under Zmapper, pick the things that need to brush, then stop Carve the model profiles, window above can perhaps something of the strength of the swap with the brush size, Carve, the popular results of the case is raised, hold down the ALT key is concave up results,UGG Sale, hold the SHIFT Carve is a smooth function, you can probably quit some of the Carve wrong premises. Grainy skin, wrinkles, scars, hair and other textures are carefully drawn.
Achieved, click on the right side of Geometry, Bucai pull down list model rankings for a low modulus
Click into the top left corner of the Zmapper the form of normal maps whole placed the property in the above column
make some settings, we high-light the pilot materials, Display selection under the normals, normal & cavity map to the next selection of Flip image Vertically inverted image (as in texture ZBrush is inverted), the initial click on the bottom right corner of the Create normal map, wait.
lining is now, press ESC to intervene set off in the form, click on anything bar Texture, Bucai output pull-down menus midpoint Export PSD file < br> Jieshang Qu still points Texture, Bucai midpoint NEW pull-down menus to create a new blank material, and then point Zmapper set off again into the form of normal maps. We start off by uneven material, set with a little bit before the shift, Display selection under Tangents, the other the same, point Create normal map, wait. Excel is now lining, will result in the preview window before the export of high
light material with The pace of export PSD file
(four) PS stop texture integration conversion
Initially, we had just the output of the material to stop those changes. Opened prior to the construction of the first face material, and a brightly lit channel mask to do, copy pictures to the brightly lit white channel layer,UGG Sale, then CTRL + L adjust the contrast, then a white brush to erase unwanted gray, save To DXT5,UGG Sale, the results are as follows
opened the arm material, color to color the entire facial skin compared with marriage, save for the DXT1
opened ZB set off by a high-gloss material, the blue channel is selected, CTRL + I anti-color renew, you will get a plaster mask similar to the results of high-gloss material canvas
swap size is 256 * 256, copy the blue channel of the pattern to the original high-gloss material, the covering layer style to Multiply, brightly lit degree with 5% eraser renew, out over the black part, achieved after the merge layer saved as DXT1, the results are as follows
opened ZB set off out of the bump material, Fenmei red and green channels to fill the white part of the surrounding gray
swap Canvas size is 1024 * 1024, and then copy the picture to replace the original white bump channel material in the green channel, copy the green channel of the image instead of the original bump material brightly lit tunnel, save after achieving DXT5, the results are as follows
opened NBA2K10 MOD TOOL , a good selection of IFF files before, then the model after the excision-one correspondence with the texture file to import. Thus, the construction of the full realization of all the characters, then Jieshang Qu, you have to let him in the game show
(e) game players apply self Maya IFF files from scratch, the new IFF files not named IFF 2K10 Table of Contents documents, such as PNG001.IFF. Into the game, a self-built player, just add a step may be to let him stay in the well-being team players, and then save the list
REDitor opened with the list of files, enter the word search to his well-known data, the Portr / CF ID change corresponding IFF's ID, such as 001, the GenericF to 0, if players want to erase from the list of self-built player, change PlType 4, save the list. Then read into the game, you will see the establishment of the players themselves.
game results are as follows:
desired link to download software:
NBA2K10 MOD TOOL:
CDF Studio:
Today in History:

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