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Thread: newbie ? 'bout skins | Forums

  1. #1
    I've never done any skinning but when perusing the .dds files in game, found the character skins. What caught my eye was that a character's skin is like a collage, one image containing all the textures for that character. How does this work? How does FC 'cut out' and place what it needs? If one alters the size/shape, will it throw everything off?
    Just a little insight into dealing with skins would be greatly appreciated.
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  2. #2
    I've never done any skinning but when perusing the .dds files in game, found the character skins. What caught my eye was that a character's skin is like a collage, one image containing all the textures for that character. How does this work? How does FC 'cut out' and place what it needs? If one alters the size/shape, will it throw everything off?
    Just a little insight into dealing with skins would be greatly appreciated.
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  3. #3
    I'd suggest looking at www.polycount.com

    Not Far Cry specific, but it's a good start for generic skinning.
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  4. #4
    Thanks enigma105, good stuff
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  5. #5
    The engine maps the skin's coordinates to fit around the model in a certain way so, if you change the coordinates, the skin will look borked.

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  6. #6
    cool, so as long as i edit 'within' the lines so to say, i can change the skins?
    actually as i write this i think you can't just change skins like that since everyone is waiting for the SDK for that huh..
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  7. #7
    they are waiting for the SDK to get there own models in the game

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    Sex on the T.V. can't hurt... unless you fall off

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  8. #8
    The models have something called a UVW map applied to them. As the name suggests, this is a map to the model, the modeler takes the polygons and arranges them in the modeling program as a flat map that fits over the skin, sometimes the skins are created before or after the model, either way will work, but after the model tends to be easier. When modifying the skins, you dont need to worry about modifying areas where there are no polygons mapped, but you dont want textures blending into each other unless the polygons are side by side. You cannot see where the polygons are, but in an existing skin you dont need to worry about that.

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