Making heads in Paint Tool SAI is troublesome at times as you can do stuff you can't do in photoshop.
You can also do things in photoshop you can't do in Paint Tool SAI, such as this script that nblx has in the spoiler I grabbed from his post below.
Its a pain to texture backs of my head textures in Paint Tool SAI but you can with this script on Photoshop very easily.
This Head is a base texture. This texture is both the easiest and the most difficult to implement. If somebody will CnC your set, the first thing he will look at is head. Good set with bad quality, "cheap" head = bad set.
There are 2 types of heads:
- Not related to the other textures: Some sets of people, for example. Alucard set up the thread.
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Connected with the other textures: occurs mostly in robots, knights, animals, ETC. In this case, creating a head texture will be associated with the creation of the other textures.I recommend creating a color palette for the entire set at this stage.And also, if necessary, use layers, styles, and keep separate elements as layers that can be used later in other parts of the body.
C.A.1 set by Raz as example
So we have a working area 512x512.
I do not recommend painting in 512x1024 and then compress it to 512 as you'll lose in quality and details.
Example
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We begin with a sketch from the center of the texture for the asymmetric heads, or from one side for symmetrical.
asymmetric example, freehand technique by Vitiek
symmetric example, layers, overlay effects, gradients, freehand technique
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Save your project as often as possible!
Stored in several files.
Head1.psd, next save in head2.psd etc. to 3-5.
Change the history setting in Photoshop not less than 200.
Lost work - it is not very nice feeling!
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The first utility: !!! Action Head Mirroring - script of automatic mirroring for symmetric head 512x512.Mirroring L> R - left to right.Mirroring R> L - right to left.
direct link: cs3, cs5 What it does: selects all layers ->duplicates-> merge layers -> selects half -> duplicates -> mirrors - > positioning. Application: mostly for preview.
Preview
First we need to create Action to quickly save the texture in the folder. You will often have to maintain, and believe me, every time go file> save as> TGA> select a folder or ctrl+shift+s and stuff ... will really strain.
In the video below, you'll see how to create a Save Action for a head texture. Saving Actions for other textures are created exactly the same way.
[CENTER]
[LEFT]Next we go to the game window.
setup->game rules->distance 200.
disable graphics reloading -> off
Next go to freeplay. In the chat /opt uke 0 [enter], then 2 , g , and rotate camera with wsadeq.
Next /lp 0 test (where test your preview folder). If disable graphics reloading not working (may be you are care about your traffic or some bug). In the chat /lp 0 test , then /lp 0 fasdad, then /lp 0 test to reload textures.
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Lets go back to the texture.
I'm strongly recommend to use a layers as much as possible. Each element is a layer.
When previewing you'll often notice that an ear, eye, nose, or some element is not in the place. Even if your head is completed, you can check, how it will look like if, for example, eyes put a little bit closer to each other. And of course it is easier to move a layer, than to cut off and patching.
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We continue to draw closer to the back, top and bottom. I prefer to leave back at the end, so let's deal with the top. Top.
Polar coordinates!
Lets take a source image to try.
source image
Obviously, that complex top, such as top above, almost impossible to draw without polars. I will not explain here what polar coordinates is. (You can google it)
I just show you how to use it (how i use it) step by step:
1) take the source image. (or take your own)
2) Increase it to 1024x1024px
3) save it as separate file name.bmp or png. Now we will work with this file.
4) Use the polar coordinates filter. filter->distort->polar coordinates (point rectangular to polar)
5) Lets add some new element on the top of our head
I added 1 element on the source
6) save our file as name.bmp or png and save as psd our work (may be we will need to modify something later)
7) working with bmp(png), filter->distort->polar to rectangular
make it back 512x512px
result
9) Drag the result image to our main project as a new layer on the top.
10) Align new layer with the main image. Edit->free transform
What you have to know!
- You will loose in sharpness after transformations. It is reasonable to use Smart Sharpen filter on the top layer.
- Erase the part on the top layer where you didn't draw, as the image slightly distorted after manipulations.
I highlighted, what I have left off the top layer.
Done with polars.
------- Bottom.
You can use polars too, if it is really complex mapping. You can not to draw where the head joint is. This area wont be visible in the game.
------- Back of the head.
!!!Action Head back - script for turning the back to the front 512x512. (don't know how to call this clearly.)
Click once: Back to forward
Second click: Back to Back
direct link: download What it does: selects all layers ->duplicates-> merges layers -> crops -> offsets 256 px Application: for drawing the back of the head.
Tips!
- on the seam of the head, there is should not be fracture lines, if there should not be.
- Visible Seam on the back = immediate failure To avoid it when not using the action above, set the Refine Edge settings, all to zero.
settings cs3
Do not worry that we have only sphere as a head. Shading is the key to success. You can create unexpected, original things. And it is very exiting to make such illusions.
Just take a look at these amazing heads.
Great work man.
Last edited by kyleireland; Dec 12, 2015 at 05:44 PM.