Jump to content
New account registrations are disabed. This website is now an archive. Read more here.
Sign in to follow this  
Luz

How to use Paint.net to edit facesets.

Recommended Posts

I'm not quite sure where to put this so if this is in the wrong place, please move it.

 

Anyway, since I haven't been able to use RMXP I've been making some characters. As for facesets, I'm usually fine with using face maker but for main characters I like to edit the face sets using paint.net (which can be downloaded for free from here: http://www.getpaint.net/download.html ) to give them more personality and set them apart from the NPC's. The way I edit them doesn't take much skill either.

 

So, I thought I'd give a tutorial on how I go about editing a character with paint.net.

 

How to edit eyes:

 

For this tutorial I'm going to start off with a premade eye and just do some editing. I got my eye here: http://maydonghae.de...-eyes-258173845 If you're going to use this in your game, be sure to ask permission.

 

The first thing you do is of course, open up paint.net. At the bottom right you'll notice a box that looks like this: Layers.png

This is the layers menu. Layers are used to control whether apart of your picture is on top of the rest or not. For example, if you drew a picture on clear paper, each piece of clear paper had a different part of the drawing on it. One layer had the face, skin color and background of the picture, another had the facial features and clothes and another had the hair. In this case, you would of course want the skin and face to be on the bottom because if it were on top it would cover everything else up, following that would be the face and then the hair. In short, the top layer should always be what's closest to you and the bottom layer should be what's farthest from you. It's similar to the layers you use when building a map on RMXP.

 

The first thing you want to do is create a new layer by clicking the button to the far left of the layers menu. On this new layer, paste the eye that you're going to be working with. Then, create another layer and paste the eye again on this layer. At the top of the screen is a series of drop down menus. Go to the layers menu and click "flip horizontal". Then move the eyes around so that they're placed an eye length apart from eachother. It should look something like this Eyes1.jpg

Then click the fourth button from the left to merge the two layers together. (note that this will merge with the layer below it so in order to marge it to the correct layer you have to have the uppermost layer selected)

 

Now you want to create a new layer above the eye layer. Double click on the new layer in the layers menu and it will open up a new menu. LayerMenu.jpg

Click the drop down menu next to where it says "Blending Mode" and choose "Multiply" then change the name of the layer to "Pupil Base Color" and press OK.

 

Now choose a base color for your eye. This color should be a middle ground for the color you want your eyes to be but be aware that there will be points darker and points lighter than this. Don't make it too light though because then the highlights wont show up. With this color, color in the entire iris and pupil of the eye with the paint brush tool, select it from the menu to the right of the screen. If you find that the brush is too small, note that you can increase or decrease the size of the brush with the + and - buttons located at the top right of the screen beside the words "Brush Width"Topmenu.jpg

After you're finished coloring the eye, it should look like this: Eyes2-1.jpg

Now create a new layer and name this one "Pupil Highlights". Then, on the color mixer to the bottom right click the button that says "More" and it will expand to reveal more options. Next to where it says S you'll see a bar. Drag it to the right side closer to the light. Leave it a bit before absolute white but not too much. (With some colors if you use only the S bar it'll come out grayish, you may also have to drag the V bar below it to the right a bit as well) With this, color in all the highlights of the eyes (the white bubbles). Then, make the color very nearly white and put a cirblurscle in the middle of the biggest highlights. Then go to Effets>Blurs>Gaussian Blur and move the bar to blur the highlights to your liking. Your eyes should look something like this: Eyes3.jpg

 

If you want to leave your eyes like this, that's fine but if you want to give them more depth follow these next steps:

 

Create another layer. If you zoom in on the eye (CTRL+scroll forward) you will see that there are little dark lines in the eye (depending on the picture you are using), Trace over these with either a dark version of the base color or black. Depending on how small the lines are in your picture, you may want to use a pencil. If so, select it from the menu to the left. After this, go back to Effects>Gaussian Blur and blur it to your liking. If your picture doesn't have these lines you can create your own lines. I either do them straight and facing toward the pupil around the bottom half of the eye or zig zag around the bottom of the eye. After this, create another layer, go back to your highlight color and make a a U shaped line below the pupil of the eye. Blur it once again to your liking.

 

With Pre-lined eyes, no U blur: Eyes5.jpg

With lines pointing toward pupil and U blur: Eyes4.jpg

With zig zag: Eyes6.jpg

 

If you aren't 100% happy, try going to Adjustments and playing around with some of the settings. Or double click on some of the layers and play around with the opacity and blending mode.

 

 

 

How to edit eyes onto a face set:

 

Forward Facing Face:

The first thing you want to do is go to Image>Flatten. This will compress all of your layers into 1. This will create a big disadvantage for editing so if there's anything else you want to do with your eyes, be sure to do it now. Don't be afraid to experiment! After flattening your image, create another layer and paste your characters face onto the new layer. After this, resize your eye to fit naturally on your characters face. With the eraser tool, erase the eyes from the face. face1-1.png

Now, copy the area of the face where the eyes will go along with the hair around the eyes. Create a new layer and paste this in it. On the layers menu, notice there is a check box next to each layers name. This check box toggles the visibility of that layer, as long as it's checked, that layer is visible, uncheck it and it becomes invisible. For now, uncheck the layer that you put your characters face on but leave the layer with the area around the eyes unchecked. Now, erase all the skin showing face2.png

and then toggle the visibility of the face layer back on. Make sure the eye layer is in between the face layer and the bangs layer. Then on the eyes layer, press S and drag your mouse cursor over the eyes to select them, then press M and click on the eyes to move them to the appropriate spot. You may have to resize them or do some additional editing at this point to make it suit the character better. If the eyes you picked are smaller than the eyes that were on the character before, you'll have some parts that are transparent. To fix this use the eye dropper tool on the face layer and pick up some of the color around the eyes and use this to fill in the empty spots. In the end, you should have something like this: Face.jpg (original can be found here: http://www.rmxpunlim...rl-expressions/ )

 

 

Face that's at an angle:

This is for face sets that aren't entirely side ways but aren't straight forward either. These are for the ones that are in between the two, like the ones you can make with face maker. If you want to edit a face set that is facing sideways completely, skip to the "Profile" section below.

 

The first thing you need to do is open up the face you want to edit on paint.net. Using the eraser tool, erase the eyes from the face. Now create a new layer. On this new layer, paste your eyes and select the select tool and highlight eye eyes, then select and move pixels tool and resize the eyes until they're about the appropriate size for the face.

 

 

If the face you're working with has hair that comes down close to the eyes then you'll want to follow this next step. If your face doesn't have hair that comes down near the eyes the skip straight to the next paragraph. If there is hair around the eyes you'll have to use the select tool to highlight around the eyes, be sure to include the hair as well. Then select the move pixels tool and press CTRL+C. Create a new layer above the eye layer and press CTRL+V to paste the area around the eyes into this new layer. Uncheck th check box beside the face layer to make it transparent, then with the eraser tool erase the skin, eye brows, white pieces, anything that isn't hair. Then turn the visibility back on.

 

With faces that are at an angle, there will be one eye (the eye that is meant to be closest to you) that will be larger than the other. On face maker it will be the right eye, (unless of course your mirror the image.) Take the eye that will go on the side of the face that is closest to the screen (if the left side of the face is meant to appear closer to the screen take the left eye and vice versa for right) and place it over the appropriate spot. Resize it until you're satisfied. Now, take the remaining eye and place it where it's supposed to go. The other eye should be slightly below the other eye, it should also be about 2/3 the height and 3/4 the width of the first eye you placed. Pay attention to the size of each of the eyes in relation to each other. Untitled.jpg

If you look closely you'll notice that the small white area to the right of the left eye was erased. If I didn't do that, it would look like she had a lazy eye and also to make it look like that part of the eye is covered by the bride of the nose. This technique will only work with eyes similar to the ones above. If you have smaller, more realistically shaped eyes you'll have to move the iris of the bigger eye slightly closer to the iris of the smaller eye. 2.jpg

 

After this, you may have some sports of transparency, or with the second technique for more realistic eyes, you may have some spots of white. Just fill this in with the appropriate color and it'll look fine.

 

Your end result should look something like this: aaaaaaaasdf.jpg

 

 

Face Profile:

There aren't many face sets in profile but when you come across one you like, it's best to be prepared! This section will be talking about how to edit your eyes in if your face is faced completely sideways, not an angle like the face maker faces. If you want to know how to edit faces that are at an angle, see the "Side Facing" section above.

 

The first thing you need to do is of course open up the face you want to edit in pain.net. Then, erase the eye using the eraser tool. Once that's done you should have something similar to this: Face21.png

 

After that's done, create a new layer and paste the eyes you want to work with on that new layer. Resize them to the appropriate size and then click the check mark beside the layers name to turn the visibility of that layer off temporarily.

 

This next step is only needed if your face has hair around the eyes. If your face does not have hair around the eyes, skip this step and go straight to the following paragraph. If you do have hair near the eyes, select the select tool from the window to the left and highlight around the eyes. Then press CTRL+C. Now create a new layer above the eye layer. On this new layer press CTRL+V to paste what you just copied into this new layer. Turn the visibility of the face layer off by unchecking the check box beside the layer name. Now you have to erase all of the skin, eyebrows and white sections from this layer. Leave only the hair. Turn the visibility of the face and eye layer back on.

 

After that's done, Begin positioning the eye in the right spot. You may have to resize it and fiddle around with it a bit before it looks good. There may also be some transparent spots. Just fill these in with the appropriate color.

 

If your eye has a tiny bit of the other eye showing like mine does, paste the eye into the eye layer so there will be 2 separate eyes to work with. Select a small section of the eye, try to get some of the pupil and lashes but leave out the whites for now. Compress this until it's about the same size as the spot it needs to fill and put it in the appropriate area. You'll have to erase the part of the eye that will be covering parts of the nose as well as any extra that may be overlapping the other side. In the end it should look something like this: Face22.png

 

 

I'll add a tutorial on editing hair and skin soon.

Edited by Luz

Share this post


Link to post
Share on other sites

I added some details on how to edit eyes onto facesets that are facing different angles. I'll add a tutorial on hair, skin and recoloring soon.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By ShinkuAura
      Update #2
       
      Hello everyone!
      My name is Omar and i recently developing a horror game repercussions.
      before i start i like to say to everyone at Game development Unlimited for making repercussions
      a popular game and making it to the top five.
       
       
      We may not have much games available at the moment but for me, it's an accomplishment.
      on today's update we will talk about the in-game lighting. 
       
      I am using Khas Awsome Lighting effect for ACE. which is nothing new and probably many people are already using it.
      it's a good lighting effect and people don't seem to understand the power of it.
       

       
      I well the lantern and flicker and makes everything even more scarier! and i have a few ideas with these light effects.
      Now i want to make a horror game feel scary, unsafe, scary. I'm adding footstep sound effects yup
      what could be a game without sound effects?
       
      most of them have dynamic sound range so you won't be hearing one for a really long distance.
      i am using each region to represent a SE. and i have some footsteps sounds to sound differently. if the player walks on concrete it will sound like your avatar is walking on concrete. if your avatar is walking on mud the footsteps will change to a more mushy icky sound effect...
       

       
      Each region is using a different sound effect.
       
       
      Last but not least the title screen

       
      It's not much right now. the options are pixelated and the title isn't displaying. also that background isn't fitting. it's all in it's time.. but i have good ideas to make it appealing.
       
      That's all for today GDU for more upcoming details check out my game page here at Game Dev Unlimited
      http://www.gdunlimited.net/games/repercussions
       
      See ya dudes
       
      -Omar
    • By Polraudio
      Santa Sprite Found Here
       
      Welcome to the official holiday game contest. In this contest you will be asked to make a holiday(christmas) themed short game. We dont want any gore/blood in the game so make it as family friendly as you can :thumbsup:.
       
      Rules:
      Game must be Christmas themed in some way.
      Can use any tiles, sprites, etc....
      May use scripts, events, etc....
      May use anything you wish as long as you provide credits. If you dont know who to credit dont use the resource :ok:
      Game must have a beginning, middle, and end with credits at the end.
      Must have at least 1 battle.
      Try to keep the game between 5-30min
      Dont make battles impossible(Dont want to sit there and grind forever just to beat the next enemy/boss)
      Can use any RPG Maker as long as its made by Enterbrain.
       
       

      ALL RESOURCES THAT YOU DIDNT MAKE MUST BE IN THE ENDING CREDITS! IF YOU FAIL TO PROVIDE CREDIT I MAY FAIL TO JUDGE IT  
      Notes:
      Game will be judged on but not limited to the following.
      Story, Grammar, Content, Time, Gameplay, Mapping(#1 thing im looking for), Music, etc...
      The game should be good in all areas like a normal game. I dont want to play a game where i just hit 1 button the entire time or battle enemies 90% of the time.
      Make everything match. If you use RTP style stick with RTP style. If you use a non-rtp style there should be no RTP style stuff in it. Same for music, no one wants to play a game where theres rock music playing when it should be calm music lol.
       
      Examples to help:
      Santa might not be able to deliver all the presents in time and he has tasked you to deliver presents to a town for him.
       
      Santa got captured by bigace and as an elf its up to you to save him or else Christmas will be ruined.
       
      Bob the reindeer has gotten sick and cannot pull the sleigh this year. Its up to you to find another reindeer or a cure for bob.
       
      Marked has stolen all the presents from your house. When you find him you can beat him up and take your presents back. If your a bad boy or girl also you can choose to steal all his presents :P.
       
      Polraudio(monster 11) the demon has enslaved your town and killed santa. You and a team of people team up to kill polraudio to revive santa. The life force from polraudio is enough to revive santa.
       
      Your job is to cook a good meal for your family for Christmas. Tasks might involve getting into a battle with food just to secure them for cooking.
       
      Those are just some of the things you can do if your not good at coming up with ideas.
       
      Prize:
      Since this is a game development site and were all game developers first prize will be a game where you develop games :P
      1ST: Game Dev Tycoon; If you already have the game and want something else i can only offer points. EDIT: Will throw in The Witcher: Enhanced Edition Director's Cut only if 8 people joined the contest.
      2ND: 200 Points
      3RD: 50 Points
       
      Dates:
      The start date is now.
      The duedate for all submissions is December 31st 2013. I wont accept any submissions later than January 1st.
       

      ALL SUBMISSIONS MUST BE PRIVATE MESSAGED TO @Polraudio

      Santa's List:
      -@Bob423
      -@phionabrie-@Mepps
      -@Luky
       
       
       
      ---
      Hope to see lots of people join :) . If you have any question feel free to ask :thumbsup:  .
    • By Bob423
      Title screen by Kevin.ds
      (you've been replaced shiny :P)
       
      Story

      2000 Years ago a huge city covered nearly all of the world. It was a thriving city where everyone was happy. Scientists discovered something that could make life so much easier. Not that it wasn't easy already. The energy gave the people the ability to summon water, or fire out of thin air, control earth, and wind, as well as heal the injured instantly. This power was in limited supply, however. People began to get greedy, and keep this energy to themselves. It was stored in glass containers, and released for a brief moment when used. The greed was slowly weakening the energy, and the people eventually ran out. They blamed each other for this.
      Then one day, the sky turned black. The city began to sink into the ground, taking most of the people with it. Some people made it out alive. The people began to restart their society. For hundreds of years, everything was fine. There wasn't even any trace of the city.
      One day an unlimited supply of that energy was found. The energy, which the people began to call magic, had been passed down; from generation to generation, through the peoples' souls, but lay dormant until then. Children now had the ability to use magic whenever they wanted. As the children aged, they learned to control their magic, and built schools to teach their children. Schools where the student were able to learn about the kind of magic they wanted to study.
       
      The 3 types of magic are: Attack Magic, Healing Magic, and
      Status Magic.
       
      One particular 16 year old boy named *Bob starts his first day at a school in his hometown of Silverwood Village. His best friend, *Joe happens to be in his first class. Over the course of their first year at the school, they meet a girl named *Cathy, who becomes their friend eventually. Finally, at the end of the year, they take the Final Exam together, and pass. Not long after being informed of their achievement, the wooden training dummies, brought to life by magic, get out of control, and attempt to burn the school down. They all make it out alright, and the teachers use water spells to douse the flames. When they reach the village, they find that their entire home town is on fire! They find a way to escape the flames by jumping over a broken part of a fence. While escaping the flames, they get separated, and Bob falls unconscious. Bob wakes up in a house south of Silverwood Village, and meets an old man, who only says to call him Brian, and that he found Bob unconscious, but not the others. He directs Bob toward the village, and hands him a sword and shield as he sets off to find his friends.
       
      after finding his friends, Bob, with the help of his friends, must save the world from an ancient, corrupted power formerly sleeping under the earth's crust.
       
      *Player can name this character


       
      contents
      places
      features
      characters
      screenshots
      videos
      credits
      download
       
      [/anchor]
       
      Places
       
       

       
      Features
       
       
       

       
      Characters
       
       
       


       
      Screenshots
       
      here's an album of them http://imgur.com/a/6TGnQ








       

      First 19 minutes of the demo
      [media]http://www.youtube.com/watch?v=TSO1x_sagtQ[/media]

       

      Credits
       
       
       
       

       
      Here's a banner made by Kevin.ds

       
      [anchor=download]
       
      UPDATE: Added difficulty levels and made it so the player is forced to chose one of each class.
      this prevents the player from getting stuck on certain parts and forced to restart the game.
      Expert mode is how the game was before i added the difficulty levels.
      Hopefully the game is easier now :D
       
      DOWNLOAD 
      (About 120mb)

      If the above link doesn't work, I'm probably fixing something.
       
       
      Known Bugs
      (That I can't fix, or not without making parts of the game too easy.)
       
       
       
      Tips for stuck people:
       
       
       
      If something seems weird and isn't explained in game,
      (e.g. Caeli Temple being really high in the air when you're inside, but on a mountain when outside, or the Mana Temple seeming less old, and some rooms being different from the rest of the temple)
      it can usually be explained by saying "It's magic"
       
      sorry if the game is broken. Alternatively, you can watch this:
      http://www.youtube.com/playlist?list=PLmZjr8BajltKjHOZWMbmTdl7mpNDzMDyI&feature=mh_lolz
       
      The Hidden City of Arcatis is more of a prequel then an actual beginning...if that makes sense. I've written out what happens in the game as another alternative to playing it. http://pastebin.com/07Ns42cG
    • By Polraudio
      Terrain Tags



      By: Polraudio


       
      Welcome to the Terrain Tag Tutorial. This tutorial is to teach you all the useful things you can do with the Terrain Tags. Few things I will be covering in this tutorial is healing tiles, damaging tiles.
       
       
      STEP 1: Tileset Editor
      First lets set some terrain tags in the tileset editor. For this demonstration we will be using the grass and the rocks.
      Open your database and go to tilesets and the Grassland tileset then click on Terrain Tag.
      Set the Rocks for 1 and the Grass for 2 like the example below.
       

       
      We are going to use rocks to damage the player and the grass to heal the player.
      Hit ok on the database to ensure the tags are set.
      The next step will be to make the event to track what terrain tag the player is currently on and heal or damage the player.
       
       
      STEP 2: The Event
      Make a new event without a graphic and set the Trigger to Parallel Process.
      Create a control variables event and name it something like Terrain Tag. Set the Operand to Character, Player's, Terrain Tag. So it should look like this.
       

       
      Now we want to setup how the rocks and grass interact with the player. Create a Conditional Branch right under the Variable you just made. Set it to Variable and the variable you just made. Set it to Equal to and Constant 1. So it should look like this.
       

       
      If you remember from the tileset we set the terrain tag of rocks to 1. When the player is on the rocks the terrain tag will be set to 1 and when the player is over the grass it will be set to 2.
      Now we will make the part where it hurts the player when they are on the rocks. Note: i will hurt the player as long as they are on the rocks. Even when not moving.
       
      Right in the conditional branch above else we will want to make it so it hurts the player. Go to page 3 and Change HP .... Here you can set it to harm or heal the player but in this case we want to hurt the whole party so click on Decrease then set the operand to constant and whatever number you want. i will be using 50 for this example. So it should look like this.
       

       
      Now you can play test and enjoy.
       
      But wait... Something's wrong my party dies almost instantly. Why is that?
       
      The problem is because we forgot to set a wait time after each time the players party gets hurt so they get hurt 40 times a second because rpg maker xp runs at 40 frames a second. To fix this we will need to add a wait after the party gets hurt.
       
      After the change hp command add a wait for 40 frames. Why 40 frames? Cause rpg maker xp runs at 40 frames a second so they will only be getting hurt every second instead of 40 times a second.
       
      Now as you noticed after play testing again everything's working right except you have no clue when your getting hurt. To fix that add a screen flash right above the wait command. On the 2nd page click Screen Flash .... Set the sliders for green and blue to 0 while keeping red at 255 and strength at 255. Set the time for 2 frames. Any lower than 2 frames and it will not show sometimes cause rpg maker xp is not a constant 40 frames per second and sometimes is 39 frames per second so it will be skipped sometimes unless you have it set to 2 frames. So it should look like this.
       

       
      Now that we got the screen flashing we also need to make a noise when the party gets hit. It doesn't matter where you place it as long as its before the wait command. Make a play se ... command and set it for whatever sound you want.
       
      After everything's done your event should look like this.
       

       
      Congratulations you now know how to make a hurting and a healing event using terrain tags without using tons of events to get the same effect.
       
      Now your saying to yourself "But... we didn't go over healing the player!" but we did go over healing the player. It may not seem like we did but we did. To make it heal is the same way as making it hurt except we use change the variable, set it to increase party HP, change the screen flash to blue and change the sound. I will show you how to add healing in the pic below.
       

       
      Download: http://www.gdunlimit...in-tags-521.zip
       
      Hope you enjoyed this little tutorial and as always. Thanks for reading :D.
      If you want to request an event tutorial for me to do with rpg maker(any version) just shoot me a private message.
       
      Note: This tutorial is a GDU exclusive and shouldn't be posted anywhere else!
    • By BiddyAuthor
      I've been trying for months for RMXP to work on my laptop. I have Windows 7 64-bit and I always come across mixed reactions whenever I search it online. I have heard that RMXP DOES in fact work with 64- bit, so I was wondering if there was something I need to do for it to work. The problem is whenever I try to activate, it does not go through the system and is left saying "connecting to server" for hours on end. (I left it for two days straight one time). So...help?
×
×
  • Create New...