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Look closely at the Orientation's page and you will see that
the colored lines on each pair of the 246 tiles, when combined, form
a rectangular area. Together they are identical to the colors in our
"Key" in the middle of the page except that they have been mirrored
horizontally on her left leg. What this means is that even though
one half of the rectangular texture gets discarded from what's put
into one triangular tile, the same clipped section ends up being
displayed inside the other triangle. It's as if the rectangular
texture were mapped into a rectangular tile. That means you can
forget about the clipping and consider the 246 texture that we've
just loaded as filling the rectangle made up by the two 246 tiles.
The one thing we need to remember is the fact that the texture has
been flipped horizontally on her left leg.
We
won't have to flip our texture. Instead we'll keep in mind that what
we are working on is the front of Lara's right leg. Let's keep this
in mind as we do our editing.
If you
have some screen shots of Lara as mentioned earlier, you can look at
the front of her pants where you'll see that she has wrinkles in
them that go down and outwards. That's what we are seeing in our
image. At the bottom of the image is a horizontal darker area. This
is the top of her pant cuff.
A note
to individuals using programs that are capable of loading more than
one image at a time. (You'll need to register your copy of VicMan's
Photo Editor in order to get it to load more than one image at a
time.) You can also open "Text247.bmp" and place it directly to the
left of "Text246.bmp". If you make them both similar in size you'll
see how they'll eventually fit together. This will help you gain a
better idea of how things are textured as well as what all needs to
be changed. Ideally you can open up several sections and, checking
how they need to be oriented and flipped, place them together
properly to get an even better view of things.
Now
back to our editing of "Text246.bmp." What we want to achieve here
is to remove the cuff from the bottom of Lara's pants. We want to
continue her pants downwards a bit farther. Depending on which
program you are using, you may want to use a "Tint" effect if
possible to do the next part. If you are using the VicMan program
set the "Transparency" setting in the "Options" window to about 60%.
This will cause your painting to work more like a Tint effect. Set
the nib "Size" to 2.
What
you want to do now is to select the color that is the same color as
the lighter area of Lara's pant color. Most programs have an
"Eyedropper" that can be used to select a color from the image.
Since the VicMan program has one, that's what we will do. Click on
the "Eyedropper" tool in the Toolbar. Then move to the "Editing"
window and click on a light area of Lara's pants. This makes that
color active when we paint with one of the tools. Next, select the
Brush tool from the Toolbar. It's next to the Pencil tool. Those of
you using other programs may want to select the tool that you're
most comfortable with. A little experimenting will reveal the best
method. I like to use the Tint effect along with my Spray Gun tool
and I turn on feathering to get a soft edge as I paint. There are
numerous ways of achieving the same result. It's all a matter of
what you are most comfortable with.
Looking at the image you'll see a couple of light
areas that run downwards to the left. Use your Brush tool to
continue these areas down the same direction until they run off the
page. Next, use your Eyedropper tool to select a darker area off to
one side of these light areas. Once again paint this darker area
down and off the edge of the image diagonally. Continue doing this
until each area runs off the bottom. When you've finished doing
this, go back to the bottom right of your image and work a lighter
color upwards a little to make the bottom edge the lighter color of
her pants. This will erase what's left of her pant cuff. Finally,
click on the Eyedropper tool and select the color that you've ended
up with at the bottom of your image. Then, looking at the right side
of the "Color" window, write down the RGB numbers for this color. I
ended up with 172, 125, and 71. We'll need these so that we can
match the textures together as one image continues into the next
one. When you have your image as you want it, save it as a new image
by adding an underscore character and the word "altered" after the
existing file name. In this instance that file name will be
"Text246_altered.bmp." Check and make sure that the "Save as type"
window is set to the "bmp" type image. In changing it to this name,
the original image is unchanged just in case you need to go back and
reuse it if you don't like how your new image looks.
The next thing we are going to do is to make some changes to the
texture that goes into the tile directly below the one we just did.
Checking our diagram we see that tile 169 is directly below 246.
Using your image editor program, load the file "Text169.bmp"
that's in your "Laras Outfits\Workspace" folder. Once you have it
opened, set the zoom to about 500% the same way that you changed the
zoom earlier. What you'll be looking at is the section of Lara's
bare leg that goes below the section that we just finished editing.
If you look in your "Lara_Color_Mesh" section at the lower right
drawing on the second page, you can see that there's a 167 section
between this tile and her knee. It is half way down that 167 section
that we will be extending her pant cuffs to. That means that the 169
tile, as well as the others going around her legs at this height are
going to be totally covered by the material of her pants.
What we'll do first is cover these sections with the light color
of her pants. Then later we can go back and add some wrinkles using
a some lighter and darker shades. Don't expect things to look great
at first. The RGB colors that I ended up with at the bottom of the
other tile were 172, 125, and 71. If you're using the VicMan
program, first select the Brush tool and then in the upper right
corner set the RGB numbers to these three values. Set the
"Transparency" value back to 0 which makes the paint opaque. Set the
Brush "Size" to 7 or 8 and then color in the entire image with this
color. When you finish coloring it in, save this image using the
name "Text169_altered.bmp."
Next, load in the next upper section that sits beside tile 246.
According to our notes this is the file "Text247.bmp." In checking
our "Orientations" section we see that this tile has the same
orientation as the rest of the tiles that we've been working on. Set
your zoom to 1000%. In this image just below her black belt you'll
see a narrow light strip that goes down diagonally to the left.
Below that is an area a bit darker and the there's an area that's a
bit lighter. Use the Eyedropper tool to select this lighter color.
Select the Brush tool and then change the "Size" back to 2. Set the
"Transparency" to 60%. In your Editing window go ahead and color in
the area from this last light area downwards towards the lower right
corner. Leave a bit of the darker color just above the dark
horizontal row of pixels. This should match up with a darker area
from the previous texture.
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