Creating Lara Outfits

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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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