![]() Set the render to export with transparent background. Thus, I prefer the render to have a transparent background. You can add your background in Blender if you wish, but I prefer to add my background in Photoshop. ![]() Here is an excellent tutorial on 3-point lighting in Blender.Ĭomposition of image and 3-point lighting We can change the position and rotation of the camera, and add lights. Our skin looks good, but the image output doesn't yet. Then we export this file, and use it as our texture layer in Blender. First, graphics and colors were added to the template. Everything you use must be created by you. Know, however, that the rules of #skin-vote say that you can't use stock graphics. This tutorial does not go into detail on creating your graphics. We'll use it as the example skin for the rest of this tutorial. It didn't do particularly well in #skin-vote, but it's one of my personal favorites. Wiki articles shouldn't usually refer to the author or first person, but I feel it's appropriate here. It's okay to paint outside the lines, but it often helps to have those lines there for clarity. You can use this as a mask for your paint layer - the layer that you have your graphics on. A third resource is shared which is just the shapes of each piece of the texture as a single-color. This isn't strictly necessary but adds some realism to the gun. Our violently green gun with no shade layer on the left, and shade layer set to Multiply blend mode on the right. Add this as a layer above everything else you create, and set the blend mode to Multiply. The images have been set to greyscale and their levels adjusted. These are modified versions of the original skins where graphic details have been removed, but the shaded areas remain the same. Another resource that's helpful that will be added to this article over time are the shading images. Now we can see our weapon rendered with our texture. ![]() Lastly, move into Viewport Shading mode to see the texture applied. Click to the right of the Base Color to change the color to an Image Texture. Click the Material Properties tab on the right. Once your edits have been made, you can apply this file to the model in Blender. See the Weapons section for some helpful resources. However, some resources will be compiled in this article so that step isn't necessary. Alternatively, you can use trial and error in your graphics editor: painting a garish color on the texture and applying it to the model to see what was colored. Either in Blender with the UV Editor layout by selecting faces and seeing which part of the texture gets highlighted. We'll essentially paint over this file to put our skin on the weapon.įiguring out which parts of the texture represent which part of the model can happen one of two ways. Opening the texture file, we can see the flattened texture that gets wrapped around the model. Press CTRL+A and select Scale to apply the transformation. This resets the scale so the smaller size now has a size of 1.Ĭhange the scale from 1.000 to. Once that's done, on Windows you can press CTRL+A and select Scale to apply the new scale. 0.01 in all three directions seems to be a reasonable size most of the time. The imported rocket launcher is too large for the screen.Ĭlick a light grey part of the image, and then on the right, we'll adjust its scale. In Blender, some weapons, including the rocket launcher, seem to have very large image sizes. Then go to File > Import and find /models/weapons/weapon_9.obj. Left click on the cube that's there by default and press the DEL key on your keyboard. obj files don't open natively in Blender. We'll need to open /textures/weapons/weapon_9.png for the base skin. As of this writing, here are the weapons alongside their file names: We'll need the texture in our image editor, and the 3d model in Blender. Let's go step by step to make a skin for the rocket launcher. Usually mentioned as UV Map itself, it is a png file showing the UV Map projected on a plane.They are used to make texturing easier UV Maps are a part of the OBJ file or the model.They map the 3D surface to 2D by cutting the 3D Model to project it onto a 2D plane, so that the texture maybe applied. Affinity Photo is feature-rich and not as expensive as Photoshop.ģD Models in the game need to have colour, this is provided by the texture.Which in krunker is a PNG image. Photoshop is the most popular, but can be cost-prohibitive for many. You will also need some image editing software. In addition to the files, you'll need some software to help you edit and render the 3d models. AO Maps, UV Maps and Color Codes, along with everything in the default mod.zip, can be found in the Krunker_Expanded_Assets.zip.The default mod.zip is a primary resource and most files can be found in it.(OBJs, Default Textures).(()=>,n.After you've read this article, if you still have questions or need help, feel free to join the Skin Making Community(Krunker Design Hub) on discord.
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