HellBoy wrote:I have little problemmaby some1 can help ?
Dunix wrote:What i should do when i Go to File Menu\Import\ImportCff and select the .cff file in my blender ImportCff and select the .cff file does not exist.What i should do?
GH33 wrote:Modifly, it's quite hard, but i think it looks good alreadyit's hard to edit wallace since the hair is not separated from the head, so the file will be quite edgy, good thing there's a headband it covers the part where most sharp edges are
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also, have you visited my cf thread?
brau wrote:when i try to load the .cff to blender it says its not a .cff file, wtf
brau wrote:thats weird cuz i got it from viewtopic.php?f=125&t=69929 and i was sure it is legit
jor1980 wrote:Important.
In the players who has hair part, they had his own bmp texture for the hair, if you create a new bmp you will not see the texture in game if you don´t put the alpha layer all white into phtoshop.
The other problem that i have with the new created textures is that in game doen´t preserve the original color, maybe is a question of rgb layers, anyone knows a trick to preserve the original color ingame
Pdub wrote:The alpha channel of your cyberface needs to be black in all areas with hair. That includes eyebrows, mustache and beard if you have them, and head hair. Just make a copy of your cyberface and desaturate it, then use the exposure adjustment to make everything white while having black hair. Paste it in the alpha channel and save it.
Here's what my cyberface and it's alpha channel look like side by side to give you an example.
I still need work on my headshape, normal map, and hair, plus some texture touch ups. I tried letting 3ds max generate the cyberface and it worked out alot better than moving things around in photoshop. Just had to make a new UVmap move UV vertices and then bake the texture to the regular UVmap. I only had to use photoshop to blend. I bet it can be done in blender, too.
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