| 03-11-2009, 09:28 PM | #1 |
Hi, I'm ikillforeyou... I've been a jewel in the rough for long enough!!! :P I've reskinned kofi banan's infantry-1b with a new marine-looking skin. any questions/comments/concerns please tell me.. this is my first skin it is done in gimp. Here's the model if there is any problems tell me... as i don't know the rules very well, please don't take it personally if I'm doing something wrong. and i got Kofi_Banan's perm to edit the skin No credits required i made this skin cause i was tired of seeing the old, desert one in use.. this one looks more original. Please do not modify without my permission import to infantry.blp P.S the helmet is red in the game... i used a modified version of the model in this screeny. |
| 03-12-2009, 07:39 PM | #2 |
I doubt it will get approved, since its just a bunch of splotches with different colors....might wana look at the skin section here, Before you submit something |
| 03-12-2009, 07:58 PM | #3 |
Did whoever's texture you reskin give you permission to do so? If not, this is against the rules. |
| 03-12-2009, 08:10 PM | #4 | |
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| 03-12-2009, 08:37 PM | #5 |
Disregard my previous statement then; I misread something as a name that hadn't been mentioned (hence why I thought permission hadn't been received) |
| 03-12-2009, 08:41 PM | #6 | |
Yeah, btw i diden't technically modify his original skin. His model used the peasent skin, which i modified Quote:
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| 03-12-2009, 09:41 PM | #7 |
The problem is that in-game, it's very hard to see. While it may work on the portrait and in cinematics, for something like game use, it's just a blob of vomit-colored clothing. |
| 03-12-2009, 09:50 PM | #8 |
maybe some more contrast would help |
| 03-12-2009, 10:33 PM | #9 |
First of all, welcome to WC3C! Ok, it appears to be that you've just cnp'd that square of camo texture in the top right hand corner and then stretched it out to cover the texture. That, I'm afraid is a no-no. There's no lighting or shading either, which is very important for a wc3 texture. The thick black lines you've used to make the transitions between different parts of the texture are not helping either. Use colours or areas of light and shade to differentiate areas of the texture, rather than 5-pixel black lines. They're far too heavy and they detract from realism (wc3 is cartoony I know, but there is a degree of realism). There just isn't enough freehand on the whole, which is critical. From the Resource Submissions Rules and Guidelines: Content Requirements: The art must be at least 75% original work by yourself. This means freehand graphics, not copying/pasting, filters, or color manipulation. Should have decent lighting and shading - no flat / matte textures |
| 03-13-2009, 12:16 AM | #10 |
hey, could you post me a gimp shading tutorial? i haven't found one yet >:( oh, and thanks for the feedback. i'm new to this site so i wouldn't know the rules very well, and infact.. im new to skinning aswell. beileve it or not this skin took me about a month to get right and the black lines are supposed to be tc.. but i cant figure out how to get them to work.. i'm using alpha channel then erasing around the lines... oh and the camo in the top right is actually the original and its used for the helmet in the screeny |
| 03-13-2009, 11:16 PM | #11 |
Team color requires the model have the correct settings applied to that area for it to work. If it isn't applied there, then an empty space in the texture will alpha instead of team color. Also, check the tutorial section, it will probably have the tutorials you seek. Many of the techniques necessary are global across all programs used, though. If you need GIMP-specific skills, google will provide more than an ample amount. Anyways, moved to WIP textures for some development per AR's suggestions. |
| 03-14-2009, 02:27 PM | #12 |
kk. i'll work on it... it will prolly be ready in a week or so |
