The first thing we need to do is open the UV map for the part we want to texture in Photoshop. Then, as you paint the various textures, you can switch over to Max and view the updated texture. The UV and texturing portion of our work is closely related and, in our case, relies on two separate programs. With enough system memory, you can efficiently work with both of these programs open and update back and forth between them as you model, UV, and texture.
Start by opening your UV mapped Hicks model in 3ds Max. This should be the file you saved from Chapter 5, "UV Mapping the Character in 3ds Max," or, if you don't have it, open the HICKS-mapped.max file located on the CD-ROM in the Chapter 5 folder.
1. With the UV mapped version of Hicks loaded in 3ds Max, locate the texture that you want to work on and load it into Photoshop CS2.
2. Open the Layers palette and notice that the template is the background layer. Click on the Create a New Layer button on the bottom of the Layers palette to create a new layer. This is the layer where you'll paint the new texture. Drag Opacity for the layer in the Layers palette down to 50 percent so that the background template shows through the base layer (see Figure 6.19).
3. The texture is now ready to paint. Just remember to disable Visibility for the background layer and reset the opacity value for the base layer to 100% before saving the texture.
With the texture templates loaded in Photoshop, you're ready to begin painting each of the various textures.
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