
This can either be done manually by painting in the area with the body parts’ colours or by using a plug-in that does it for you. Now we want to fill in the expanded area with the same colours as the body parts. Make sure that the expansion doesn’t connect to any other selection. Select all the separated layers, duplicate them, merge the duplicated layers, add the merged layer to the bottom of the folder, rename it to “padding” (this is to prevent alpha bleeding), ctrl-select the padding layer and go to “Select > Modify > Expand”, expand it by around 5 pixels. Next separate each layer and place them a few pixels away from each other like in Fig.2. The original should look something like Fig.1 (observe the amount of layers):įig.1: Source texture file of alien portrait Separate the body parts that will be moving in different layers, and remember to paint behind any moving parts such as arms/tentacles/jaw/ears. dds file to the game folder.īut, let’s start off, and take Fungoid 11 as an example. It can also be done manually, but then you have to copy the. The way this works is that when you “export” the file in Photoshop, it will save one file to your work folder and one file to the game folder. dds plugin (because it is simpler in this case). But we recommend downloading the Nvidia Photoshop. This can be done with the Photoshop plugin installed with the exporter.

You will also need a plugin to export your texture to.

#MAYA 2016 TUTORIAL SET ACTIVE KEY SOFTWARE#
To create an animated portrait, you will need a painting software like Adobe Photoshop, as well as Autodesk Maya 2015 / 2016. It works by having body parts split up on a texture map, assigning each body part to an individual polygonal plane, sorting them correctly in Maya and animating them using the skeleton feature. Portraits in Stellaris are animated 2D characters.
#MAYA 2016 TUTORIAL SET ACTIVE KEY HOW TO#
This guide will go over how to create a new portrait using Autodesk Maya, animating it and implementing it in the game. Texturefile = "gfx/interface/portraits/YOUR_TEXTURE_NAME.dds" Then add the portrait in the game\gfx\portraits\portraits\00_portraits.txt dds image, with a character cut out so it has no background. necroids_portrait defines if your speices is Necroids.lithoids_portrait defines if your speices is Lithoids.This will be referenced when an insult is made between nudists and clothed species. wears_clothes defines if your species wears clothes.And definitely will not received greetings and insults according to their Species Class. These Portrait Groups all would belong to a certain Species Class defined by the settings here.Īny name of Portrait Groups not listed in these files will not show up in the game. The file defines all the names of the Portrait Groups. Anything not listed there (or modded to be listed there) will not be considered humanoids. Because the state of the Portrait Groups are located in \common\species_classes\00_species_classes.txt, 01_base_species_classes.txt and \common\scripted_triggers\00_scripted_triggers.txt

Modded Portraits usually have wrong greetings and insults. ruler: Controls which Portrait to display for the Ruler of the country.leader: Controls which Portrait to display for different Leaders of the country.pop: Controls which Portrait to display for the Pop of this Species when viewed in the Planet's Tab.species: Controls which Portrait to display when the Species is seen in the Species Tab in the main game.game_setup: Controls which Portrait to display when we are creating a country in the Empire Selection screen.default: Controls if nothing if specified, which one Portrait to fall back to.character_textures: Chosen from \gfx\models\portraits, they are the dds files with the textures to be painted on the Mesh defined in the Entity.Ī Portrait Group defines what circumstances which Portrait is used for the Species.They represent different moods associated with the same "Species". This entry may also be a collection, listed in \sound\category.asset.

greeting_sound: Chosen from \sound, in various subfolders, they are the sound the Species will make when you open up a window.clothes_selector and hair_selector: Defined in \gfx\portraits\asset_selectors, about which hairstyle and clothing a Portrait chooses in different conditions.They specify the mesh and animation used for the Portraits entity: Defined in \gfx\models\portraits, in files named "xxxxxx_portraits.asset".Each Portrait Group may hold one or several Portraits. What is being chosen as "the Appearance" for the Species of an Empire is called a "Portrait Group". 5.1 Alternative: Non-intrusive ReplacerĪll Assets are located in \gfx\models\portraits.
