- Well, it looks a bit pixelly:
- First, save the palette :Colors/save palette (save as quake2true.pal).
- Now Colors/edit palette. double click on the last color (255), the
pink bottom right of the palette. click on the black color/OK.(why?
because this last color is fullbright and it's really ugly to have some
bright pixels on your skin)
- save this palette as well, you'll use it often.(save as q2.pal)
- then: Colors/Increase color Depth/24 bit (ctrl+shift+0)
- use the finger(retouch ) tool. select soften as retouch mode. opacity
40, size 1 or 2
- Smooth the gradients where it's needed
- select the painted half of the skin. copy(ctrl+C)/paste as new selection
(ctrl+E)/mirror(ctrl+M). drop it to fit the wirerame half of the skin.
- smooth the middle of the skin to hide the mirror effect (and other
areas you think you forgot)
- use the lighten retouch mode, size 1 or 2 (sometimes 5 or 10 for big
areas (ex: top of the head), opacity 15 or 20 (13 minimum for small
brush sizes). and highlight where it's needed.
You can also use the airbrush tool (size 1 or 2, opacity 2) if you want
high lights to be a specific color.
- smooth the gradients with the soften tool and copy/mirror/paste/hide
the mirror effect:
- Use the darken retouch mode tools (same settings as lighten in 10)
to paint shadows, and soften to smooth gradients:
- load the quake2 palette: Colors/load palette (shift+ O) and select
q2.pal:
- Oh my god...I've benn a bit heavy with the lighten tool :). go to
24 bit again, pick the color you want and fix the problems with the
airbrush (opacity 2 or 5):
- load palette, save your skin, go back to NST and hit F5
- if some areas are badly shaded, don't hesitate to fix it in NST, then
to use PSP to smooth everything .
- Repeat this process with all the parts of the model.
note: the mouth should have been skinned in the same time.
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