ekinage comprehensive clothing tutorial
TRANSCRIPT
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CONTENTS
1. INTRODUCTION ............................................................................................................................................ 2
2. EXPORT FROM TSR WORKSHOP ................................................................................................................... 3
3. TEXTURE ....................................................................................................................................................... 5
3.1. Preparation ............................................................................................................................................ 5
3.2. Multiplier ............................................................................................................................................... 8
3.2.1. Grayscale Equalization .................................................................................................................. 11
3.2.2. Adding Texture to the Bottoms of Skirts And Dresses .................................................................. 12
3.2.3. Alpha Channel............................................................................................................................... 13
3.3. Specular ............................................................................................................................................... 18
3.4. Mask .................................................................................................................................................... 20
3.5. Overlay ................................................................................................................................................ 25
3.6. Stencil .................................................................................................................................................. 28
3.7. Normal Map ........................................................................................................................................ 31
4. TSR WORKSHOP.......................................................................................................................................... 34
4.1. Project Tab .......................................................................................................................................... 34
4.2. Texture Tab.......................................................................................................................................... 35
4.2.1. Importing Your Images ................................................................................................................. 35
4.2.2. Choosing Patterns ......................................................................................................................... 36
4.2.3. Making A New Color Varation ...................................................................................................... 38
4.3. Mesh Tab ............................................................................................................................................. 39
4.3.1. Alpha Map .................................................................................................................................... 40
4.3.2. Diffuse Map .................................................................................................................................. 40
4.3.3. Normal Map.................................................................................................................................. 41
4.3.4. Specular Map ................................................................................................................................ 41
4.4. Saving and Exporting ........................................................................................................................... 42
5. REMINDERS ................................................................................................................................................ 43
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1. INTRODUCTION
Welcome to my clothing re-texturing tutorial. This tutorial will only teach you how to re-texture a piece of clothes. It will not teach you how to make or edit meshes. The steps in this tutorial were done with Adobe Photoshop CS5.
What you will need: TSR Workshop Apple’s Workshop An A-Z Manual A photo editor. I will be using Adobe Photoshop. Installed DDS plugins.
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2. EXPORT FROM TSR WORKSHOP
Open TSR workshop. You will click on Create New Project. A window will pop up immediately and you will click on the Clothing button.
Clicking on any of the plus signs (+) next to the Sim type will give you more options. By clicking those plus signs, you can choose the age, gender, and type of clothing you want to edit. For this project, we will be choosing Adult > Female > Formal
I have chosen this mesh:
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Project Name: Give your project a name as a unique identifier. The workshop will automatically fill in this name as your project when saving. Title: You can name the project whatever you want it to be called in-game. Click Next and OK to load the project in Workshop. You can export files for use as a template. • Multipler • Skin specular
Texture tab > Multiplier > Edit > Export > dress_Multiplier.DDS Texture tab > Skin Specular > Edit > Export > dress_SkinSpecular.DDS Save your project as wrk file. File > Save Close Workshop.
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3. TEXTURE
3.1. Preparation Now you can open the image editor for your design. Remember to always work in layers. It allows you to edit the layer without ever messing up your original. File > Open > dress_SkinSpecular.DDS Layer > Duplicate Layer A window will pop up. Document : Select New. Name: Enter a descriptive name for the psd file. You may want to use the original project name.
File > Open > dress_Multiplier.DDS
Layer > Duplicate Layer A window will pop up. Document : Select clothing_tutorial
Click dress_Multiplier.DDS channels tab Return clothing_tutorial.psd
and select the alpha. Click your layers tab. And Select > All (Ctrl+A) Edit > Paste (Ctrl+V) Edit > Copy (Ctrl+C)
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Turn off the visibility of Layer 2 by clicking on the eye symbol box. This will safely hide Layer 2 (Multiplier alpha layer) so you can't mess it up by accident.
Click your Layer 1. Select the black background with the "magic" tool. Once you have the background completely selected, delete it. Use the existing base texture as sort of a guide.
If you want use my template, you can download it here.
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Now it is finally time to begin to work on our design. Remember: always work in layers so that you can edit the layer without ever touching the original work.
Cut and paste all materials backgrounds you will use. You can use the polygonal lasso tool for a more precise cut. Use "desaturate" to change your clothes images into grayscale. For every layer : Image > Adjustments > Desaturate
IMPORTANT:
You MUST desaturate any clothes you want to be recolorable. If you don't remove the color data from the base layer, the in-game outfit will always have the wrong colors.
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3.2. Multiplier Wiki info: Multiplier What is a Multiplier?
The Multiplier is the main texture you’ll make for your clothing. It is used to add fabric wrinkles and seams. This is the most important file. The other image files (specular, etc.) use the multiplier as a base. Let's start.
If necessary, you can resize pieces of your clothes using the Free Transform Tool. Edit > Free Transform (Ctrl+T)
Carefully add the edge detail.
Continue develop your clothes with different tools and commands (eraser, smudge, copy, paste, etc.). These will help you add subtle details.
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Now the top is finished.
Now, I will add a skirt and a belt.
To select multiple contiguous layers (i.e. layers 1, 2, 3, 4, 5), click the first layer and then Shift-click the last layer.
To select multiple noncontiguous layers (i.e. layers 1, 4. 5 and 8), Ctrl-click.
Layer > Merge Layers
- Old multiplier alpha (hide this layer. It is just a template to help you make a new outfit.) - Buckle - Belt - Top - Skirt - Background
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For detail I will add a shadow beneath the belt. Click belt layer Layer > Layer Style > Drop Shadow
Now we are ready to add the main clothing textures.
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3.2.1. Grayscale Equalization The lighter gray will lighten the patterns used while darker grey to black will darken the patterns used. Grey (128,128,128) is the neutral tone. You can use them.
Image > Mode > Adjustment > Brightnees/Contrast Image > Mode > Adjustment > Levels Image > Mode > Adjustment > Variations (only in light or dark) Image > Mode > Adjustment > Match Color
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3.2.2. Adding Texture to the Bottoms of Skirts And Dresses Don't forget to add texture to the bottom of skirts. Turn on layer 2, by clicking on the eye symbol box. This will make the layer visible again. Create a new layer. Add the skirt texture on the area marked with red in the image right. Select the layers that contain your skirt and skirt bottom, and merge them. And Layer > Merge layer
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3.2.3. Alpha Channel
What is a Alpha?
Select the layers of your multiplier items to duplicate. - To select multiple contiguous layers, click the first Layer and then Shift-click the last layer. - To select multiple noncontiguous layers, Ctrl-click each layer.
Click and hold the photoshop layer and drag it to the bottom section of the layers palette on to the new layer button, mark in red in the image on the left. Layer > Merge Layers This new layer will be a combination of all of the pieces of your skin. Rename it "main texture." Ctrl-click your main texture layer and the background layer, and duplicate them. This new layer will be your multiplier.
Layer > Duplicate Layer A window will pop up. Document : Select New.
Name: Type in a name for your Multiplier.DDS file.
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Now, flatten the two layers together. Layer > Flatten Image
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Return to the previous working document (tutorial_clothing). Select your main texture layer to duplicate.
Layer > Layer Style > Color Overlay (choose white) And Outer Glow for shadow.
Duplicate the background layer. Select your main texture copy and background copy to merge.
Layer > Merge Layer
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Your image should now look like this:
Select > All (Ctrl+A) Edit > Copy (Ctrl+C)
Go to the multiplier document (tutorial_multiplier). Click channel tab.
Click the ‘Create New Channel’ button. Select the Alpha channel, and paste. Edit > Paste (Ctrl+V)
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To save your new Multiplier, choose SAVE AS and select DDS (sometimes shown as D3D/DDS).
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3.3. Specular Wiki info:Specular What is a Specular?
The specular texture adds highlighting and shine or reflectivity to your fabric. Brighten it if you want shiny, glossy fabric. Darken it if you want it matte. Go to the working document (tutorial_clothing). Select the multiplier layer to duplicate. Layer > Duplicate Layer A window will pop up. Document : Select New. Name: Type in a name for your Clothing Specular.DDS file. I want a matte outfit with a shiny belt. So I darken the outfit and brighten the belt. Use the brightness and contrast option to adjust the image for your specular file. After you make adjustments, flatten the image.
Layer > Flatten Image
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To save your new Clothing Specular, choose SAVE AS and select DDS (sometimes shown as D3D/DDS).
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3.4. Mask Wiki info:Mesh Mask What is an RGB/RGBA Mask?
This controls the RGB channels. Red areas of your RGB Mask are colored in the game by the first pattern, green areas of the RGB Mask are colored by the second pattern, and blue areas are colored by the third pattern. Open your multiplier. Create a new layer and fill it with red (255,0,0). Next, select the top of the dress. Create a new layer and fill it with yellow.(255,255,0). Now, select the belt. Create a new layer and fill it with magenta.(255,0,255). Select the mask layer to duplicate. Layer > Duplicate Layer A window will pop up. Document : Select New. Name: Type in a name for your Clothing Mask DDS file.
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Now flatten the layers together. Layer > Flatten Image
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If your RGB mask is three colours (red, green and blue) or less: To save your new Mask, choose SAVE AS and select DDS (sometimes shown as D3D/DDS).
If your Mask will be RGBA: Open your multiplier. Select that contain your 4th color area. Create a new layer and fill it with white.
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Add a new layer beneath the it and fill it with black. Select white layer and black layer to merge. Layer > Merge Layers
Select > All (Ctrl+A) Edit > Copy (Ctrl+C)
Go to the your mask document. Click channel tab. Click the ‘Create New Channel’ button. Select the Alpha channel, and paste. Edit > Paste (Ctrl+V)
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If your mask is an RGBA Mask (i.e. it uses four colours: red, green, blue and the alpha channel): To save your new Clothing Mask, choose SAVE AS and select DDS (sometimes shown as D3D/DDS).
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3.5. Overlay Wiki info:Overlay What is an Overlay?
Overlays are entirely optional. Overlays are used to apply a permanent detail to all color variations. Overlays are used for details which can't be recolored: zippers, belt buckles, metal buttons, etc. It is a color image with an alpha channel. For this outfit, I will use an overlay for the belt buckle.
Go to the working document (tutorial_clothing). Select the overlay layer to duplicate.
Layer > Duplicate Layer A window will pop up. Document : Select New. Name: Type in a name for your Clothing Overlay DDS file. Add a new layer beneath the buckle and fill it with black. Now flatten the layers together. Layer > Flatten Image
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Return to the previous working document (tutorial_clothing). Select the buckle layer Layer > Layer Style > Color Overlay (choose white) Add a new layer beneath it and fill it with black. Select buckle layer and black layer to merge. Layer > Merge layer Select > All (Ctrl+A) Edit > Copy (Ctrl+C)
Go to the your overlay document. Click channel tab. Click the ‘Create New Channel’ button. Select the Alpha channel, and paste. Edit > Paste (Ctrl+V)
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To save your new Overlay, choose SAVE AS and select DDS (sometimes shown as D3D/DDS).
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3.6. Stencil Wiki info:Stencil What is Stencil?
- This project will not use stencil. Stencils can be used for logos or designs. The stencil is not recolorable. A stencil is very similar to an overlay. It is a color image with an alpha channel. Only use a stencil on a color variation.
Use your Multiplier as a template.
Select the stencil layer to duplicate. Layer > Duplicate Layer A window will pop up. Document : Select New. Name: Type in a name for your Clothing Stencil DDS file. Add a new layer beneath the logo and fill it with black. Layer > Flatten Image
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Return to the previous working document. Select the stencil layer. Layer > Layer Style > Color Overlay (choose white) Add a new layer beneath it and fill it with black. Select stencil layer and black layer to merge. Layer > Merge layer Select > All (Ctrl+A) Edit > Copy (Ctrl+C)
Go to the your stencil document. Click channel tab. Click the ‘Create New Channel’ button. Select the Alpha channel, and paste. Edit > Paste (Ctrl+V)
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To save your new Stencil, choose SAVE AS and select DDS (sometimes shown as D3D/DDS).
IMPORTANT: You can remove unwanted Overlays and Stencils from any object you clone if you don’t need them for your object. There is a button for that, at the bottom of the texture. Click “ Make empty” button.
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3.7. Normal Map Wiki info:Normal Map
Open your Mutiplier.DDS file. You can add more contrast to create the look of "heights" and "depths" on the map. Mid-grey to white will create "heights." Mid-grey to black will create "depths." Image > Mode > Adjustment > Brightnees/Contrast With the Brightness/Contrast tool, simply increase the contrast until you get the contrast level that you desire.
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Now you can apply the Normal Map filter. Filter > NVIDIA TOOLS > NormalMapFilter (You don't change default settings) Copy the Red Channel and paste it into the Alpha Channel. Copy the Green Channel and paste it into the Blue and Red channel.
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This is what the Normal Map will look like when it is finished. To save your new Normal Map, choose SAVE AS and select DDS (sometimes shown as D3D/DDS).
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4. TSR WORKSHOP Open your project file.
4.1. Project Tab Do not change the marked ages on your project. (I will explain why not to change these options shortly.) Select correct clothing catalog categories.
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4.2. Texture Tab
4.2.1. Importing Your Images
Delete all variations except the first one. Click the Edit button at the side of the image you want to replace. Image Editor will pop up. Click the Import button. Select your replacement image, and open. Click the Done button. Import all images you want to replace.
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4.2.2. Choosing Patterns
If you only used one RGB Mask color: Use Pattern A. Change Pattern B and C's "enabled" settings to "false." If you used two RGB Mask colors: Change Pattern B's "enabled" setting to "true." Change Pattern C's setting as "false." If you used ALL RGB Mask colors: Change all patterns' "enabled" settings to "true." If you used four RGBA Mask colors: Tick the “4 Channels” box (immediately below the texture tab). Fourth patterns (Pattern D) appears, at the bottom. All patterns' "enabled" settings to "true."
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Click on the Edit button for change the colors/patterns. This opens the Pattern Editor. You can choose colors by clicking on the drop-down box. You can also use the Pattern Browser to select an in-game pattern. The drop-down box list allows you to select from all the pattern categories. Select the pattern you want to use.
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4.2.3. Making A New Color Varation You can make a copy of all these settings in order to make new texture variations. All you need to do is select some new patterns to complete this variation.
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4.3. Mesh Tab For the steps we took with the “High level detail”.
If your project have Group 1(Material), You will do the same for it. You will do the same for “Medium level of detail” and “Low level of detail”.
The Mesh Tab for clothing has three LOD ("level of detail") entries. With the drop-down box you can toggle between the different meshes.
Click the icon to the far right of the material. This opens the Material Editor.
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4.3.1. Alpha Map This contains the Multiplier Texture. Click the Edit button. You have imported an image into the Workshop already, and you might want to reuse it. Click the Browse button. A window will pop up. Select the texture you want from the list and click OK.
4.3.2. Diffuse Map When changing Alpha Map, Workshop automatically replace the Diffuse Map.
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4.3.3. Normal Map This is the place to import the Normal Map for your mesh. Click the Edit button. Click the Import button. Select your Normal Map, and open. Click the OK.
4.3.4. Specular Map Usually this contains the Specular Texture. But this project has a reference to the Multiplier texture. - If your project has a multiplier texture here; when changing Alpha Map, Workshop will automatically replace the Specular Map. - If your project has Specular texture here: Click the Edit button. Clik the Browse button. A window will pop up. Select the Specular texture from the list and click OK.
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4.4. Saving and Exporting
Click the File menu and SAVE your Workshop file. Click the File menu again, and export your Sims3Pack.
And finally finished.
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5. REMINDERS 1 - Don’t forget make your multipliers grayscale. If the base texture has color, the color always will be wrong in the game.
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2 - Use neutral gray for your grayscale base. (128,128,128) Lighter or darker grays will lead to unwanted color variations.
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3 - Never change or add age. The clothing meshes do not work the same as Sims 2; the body meshes are completely different. When trying to categorize clothing, there will be problems with it fitting correctly--broken seams, gaps in the necks and at the waist, etc.
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4 - Don’t forget make the bottom of skirts and dresses. See Section 3.2.2 for instructions on how to do this. 5 - Choose the correct mesh for your creation. 6 - Make sure that necklines and sides match up.
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7 - Don’t forget remove unused variations. 8 - You can remove unwanted Overlays and Stencils from any object you clone if you don’t need them for your object. There is a button for that, at the bottom of the texture. Click “ Make empty” button. 9 - If your RGB Mask will be one colour (red) only, you can replace that with an EA all-red texture. Click on the mask to replace to open the Image Editor. In the text box at the top, paste in : key:00b2d882:00000000:646b487723d17864