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Skins

If you're making a playable character, the skinmesh needs to be mapped as two sections. Material 1(0) is the character's skin, and material 2(1) is the clothing. Siege MAX counts from 1 and DS itself starts at 0. Each of these can use multiple textures which are overlaid on the same map using transparency, so shirts and pants (= type a1 body armor - providing zero defense!) can be a single texture, or two separate ones with alpha channels that allow them to be combined as a single logical texture map. Note: this applies to DS1 only, DS2 does not use multiple textures in the same way, but has another mechanism for matching skin colors.

pants + shirt = clothes

Similarly, hair is overlaid on the skin texture.

face + hair = skin

These four elements are built in to the character selection (skin, hair, shirt, pants) with the others selecting between meshes. Alternate heads must use the same texture maps as the standard head, but can change the shape of the hair etc.

The skeleton playable character has an unclothed extra zeroth armor mesh with only a single material. Adding even leather armor switches to a different mesh for the skeleton, where the other figures simply change skin textures. I could not do the same with the Naja, because I she needs more than one map for her basic skin, and only one texture can be swapped by the skin selection. So she has to have a "shirt" to match.

Lara 3