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In reply to zahar0z
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#32
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zahar0z
It's very possible that Substance Painter can also edit the UV map, but I'm not sure.
I tried it, and it turned out to be very simple =) It's just a few steps: TAB ---> A ---> G ---> Y ---> 1 ---> Enter

But! I messed up the transparency xD
I did this: I took the DDS from the data folder (Substance refused to open it, and it's an old DDS DX_T_3), so I opened the DDS in Photoshop, saved it as PNG, Substance opened it, everything was fine, I changed the colors for the hero (so it wouldn't be confused with monsters), exported it as a Targa from Substance, converted the Targa to DDS DX_T_3 through Photoshop, and put it back in the data folder.


Why is it red? (because the specialization is fire ball).
Ссылка на мой мод Heroes 5 Armageddons Blade

Ссылка на мои уроки по модостроению в Героях 5

Ссылка на мой Artstation
In reply to Waterfall_13
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#33
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Transparency is created using the alpha channel. Simply take the alpha channel from the original image and copy it onto the finished image.
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
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#34
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zahar0z
Transparency is created using the alpha channel. Just take the alpha channel from the original image and copy it onto the finished one.
Thank you, it worked =)

The only thing I noticed was basically at the very end. It turns out that I uploaded the wrong model for texturing =)
In the end, I textured the model of the first tier, but with the texture of the second tier xD
So, there's a lot of darkness on the helmet. I'm surprised that a lot of things matched up in general; apparently, the UV models differ only slightly.
I'll have to start over =).
Ссылка на мой мод Heroes 5 Armageddons Blade

Ссылка на мои уроки по модостроению в Героях 5

Ссылка на мой Artstation