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[All Games] Marvel Mods Aesthetics Tutorial

Started by BaconWizard17, April 14, 2020, 07:44PM

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April 14, 2020, 07:44PM Last Edit: March 04, 2026, 02:24PM by BaconWizard17
MARVEL  MODS  AESTHETICS  TUTORIAL
CHAPTER 1: INTRODUCTION

By BaconWizard17



Table of Contents

Supplemental Content



What is Covered in This Tutorial
    This tutorial covers how to make textures for igb files that can be used for X-Men Legends, X-Men Legends II, Ultimate Alliance, and the n-space (last-gen) versions of Ultimate Alliance 2. Textures are used by almost all assets, including 3D assets (skins, mannequins, 3D heads, boltons, power models, and map models) and 2D assets (HUDs, CSPs, power icons, loading screens, concept art, and comic covers). This tutorial is going to focus on how to actually create the textures used with these assets.
   This tutorial will not cover how to apply textures to igb files, as there are already existing tutorials for that: the Marvel Mods Modeling Tutorial for assets that are compatible with any game/console, and the Alchemy 5 Texture Replacement Method for assets that are compatible with next-gen MUA1 only. (The Alchemy 5 texture replacement method can make assets that are compatible with the PSP, Wii, and MUA2 PS2, but it's better to use the other method).
   This tutorial is divided into multiple chapters. The next chapter shows how to set up GIMP, the image editor you'll use, and the scripts I've created to automate the related processes. The remaining chapters show how to export the textures. There is one chapter per asset type. Once you've exported a texture, you can return to the appropriate tutorial to learn how to apply it to your asset.



Next Steps
    The next place to visit is Chapter 2 - GIMP and GIMP Scripts to get set up and start making textures!

June 03, 2020, 09:51AM #1 Last Edit: March 04, 2026, 02:24PM by BaconWizard17
MARVEL  MODS  AESTHETICS  TUTORIAL
CHAPTER 2: GIMP AND GIMP SCRIPTS

By BaconWizard17



Introduction
    GIMP is the image editor used by the majority of the community. While it is possible to create textures with other methods, it's recommended to use GIMP because of the scripts that I've created to properly export the textures as easily as possible.



Installing GIMP
    First, you'll need to install GIMP. Recently, GIMP was updated to version 3.0. However, that version fully changed how scripts are handled. As such, I haven't updated the scripts to be compatible with this version yet. Currently, you'll need to install version 2.10.38, which you can find here. Download and install the program per the instructions in the installer.



Installing GIMP
    After downloading GIMP, you'll need to install the Marvel Mods GIMP Scripts. This includes a series of scripts for exporting different types of textures, as well as many other helpful scripts. These scripts can be installed by following the instructions in the release post.
    To access the tools, launch GIMP. In the toolbar, you'll see an option called "Marvel Mods". Clicking on that will reveal a drop down menu with various other options that you can pick from. The rest of this section will explain which to use and how to use them.




Next Steps
    The next place to visit depends on your asset type:
  • For 3D assets (including skins, mannequins, 3D heads, boltons, power models, and map models), proceed to Chapter 3
  • For portraits (both conversation portraits/HUDs and character select portraits (CSPs), proceed to Chapter 4
  • For power icons, proceed to Chapter 5
  • For loading screens, proceed to Chapter 6
  • For comic covers, proceed to Chapter 7
  • For concept art, proceed to Chapter 8

June 14, 2020, 11:07AM #2 Last Edit: March 04, 2026, 02:27PM by BaconWizard17
MARVEL  MODS  AESTHETICS  TUTORIAL
CHAPTER 3: 3D ASSETS

By BaconWizard17



Introduction
    Textures for all 3D assets are handled the same way regardless of which type it is (skin, mannequin, 3D head, bolton, power model, or map model). This section will show you all you need to know.



Acquiring Textures
    Your textures will come from a different place depending on the source of the model:
  • If you extracted the texture with the Alchemy 5 texture replacement method or you used igbConverter, you can find the textures in the same location as the source .igb file. The textures will usually be .tga files, but sometimes they'll be .png files (typical for assets from PS2 versions of the games). At least 1 texture should've extracted. If no texture was extracted, then the asset doesn't use a texture and just uses vertex colors, so no texture is needed.
  • If you downloaded your model from another source, the textures can be found with the download of the model somewhere. Typically, they will be .png files, but sometimes they can be other formats, like .dds or .bmp.
  • If you've made your own texture, then it can be found wherever you created it.



Different Texture Types
    There are different types of textures that can be associated with models, especially those that come from next-gen MUA1 or from other more modern games. Sometimes, they're referred to as "maps" rather than textures. Here are the different types, how to identify them, and where they can be used:
Expand to see steps
    Iron Man's New Avengers skin from next-gen MUA1 has all the possible texture types used by the game, so I'll use those to demonstrate the possibilities.
  • Diffuse Map: This is the most common texture type that almost every model will use. This texture shows the base colors of the object on its surface. In older games and on weaker consoles, these are typically the only type of texture found on a model, so they contain all the details of the model. In newer games, they'll be accompanied by some of the other texture types from below, which are collectively referred to as "advanced textures." XML1, XML2, last-gen MUA1, and last-gen MUA2 models will only use these texture types outside of some special cases.
  • Environment Maps: This is a type of advanced texture that shows a reflection on the surface of the model. There are typically 6 of them (up, down, left, right, front back) that are morphed into a single image, often called a cubemap. They usually show some sort of abstract shiny shape. They can be in color or black and white. These are the only types of advanced textures that can be used with XML1, XML2, last-gen MUA1, and last-gen MUA2, but they get applied and used differently in those games. In order to use them, you need the 6 individual directional components, not the single morphed-together cubemap.
                   
  • Normal Map: This is a type of advanced texture that generates the illusion of height on a model. The colors on it correspond to values that show which "direction" each pixel is facing. These textures are typically varying shades of red and blue. MUA1 Steam and Xbox 360 typically use this blue/red format (or sometimes a yellow/red format that's the same thing), but MUA1 PC and PS3 use an older green/transparent format. The blue/red, yellow/red, and green/transparent formats all contain the same information, but they just store it differently. Textures of this type are only compatible with the next-gen versions of MUA1.
       
  • Specular Map: This is a type of advanced texture that shows how shiny different parts of the surface are. The texture is typically black and white, and the brightness corresponds with how bright that area of the model will shine. Textures of this type are only compatible with the next-gen versions of MUA1.
  • Emissive (Glow) Map: This is a type of advanced texture that shows how different parts of the model glow (how they "emit" light). On these textures, any area that's black will not glow. Any areas with color will glow in that color. Textures of this type are only compatible with the next-gen versions of MUA1.
  • Environment Mask: This is a type of advanced texture that shows how intensely different parts of a model reflect the environment maps. These must always be used with environment maps. They are typically black and white textures, with the brightness corresponding to how much the environment maps are reflected. Textures of this type are only compatible with the next-gen versions of MUA1.



Exporting Diffuse Textures
    Once you've found and identified your diffuse texture(s), you can proceed to exporting them. Here's how:
Expand to see steps
  • Launch GIMP and go to File>Open, then locate your texture and open it.
  • Go to File>Save and save the texture as a .xcf file. If you're following the modeling tutorial, you can save this to the location for this specific asset as defined in Chapter 2 of that tutorial. The file name doesn't really matter, but if you follow the default naming convention:
    • For the primary texture, simply name it (character number)01.xcf. The primary texture is the largest texture or the one that covers the most of the model.
    • For any secondary textures, simply name it (character number)01_(descriptor).xcf. The secondary texture is any additional texture used by the model. The "(descriptor)" can just be anything that describes the texture. For instance, if the texture primary shows the head, you can replace "(descriptor)" with "head."
    • If you're following the Marvel Mods Modeling Tutorial, the "(character number)" can just be "123", as igbFinisher will automatically update this to the correct number during processing. If you're following the Alchemy 5 Texture Replacement Method, use the in-game character number for the "(character number)."
    • If your texture uses advanced textures, the game's naming convention adds "_d" as a suffix to the end of the file name ((character number)01_d.xcf or (character number)01_(descriptor)_d.xcf). You can choose to do this if you want to match the default style, but it's not required.
  • Next, you can scale the texture. There are two cases where you might need to scale the texture:
    • If the texture's dimensions are not powers of 2. Powers of 2 are numbers 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, and so on. The dimensions of the texture must be powers of 2 or else the textures won't work.
    • If the texture's dimensions are very large. The models in the game are rarely seen up close, so it's not necessary to use super large textures. Here are the largest texture sizes that you should use for different cases:
      • If the model will be compatible with XML2 PC and MUA1 PC and Steam only, the max texture size can be 2048x2048.
      • If the model will be compatible with XML2 PC and MUA1 Next-Gen (PC, Steam, PS3, and Xbox360), the max texture size can be 1024x1024.
      • If the model will be compatible with all games and consoles, the max texture size can be 512x512. igbFinisher will automatically scale the texture to work with each game and console.
    Do not scale your texture to make it bigger, as that will cause it to be blurry. To scale the texture, go to Image>Scale Image.... A dialog will open. Enter the new dimensions and then press "OK" to scale the texture. Be sure to save it again after this.
         
  • You're now ready to export the texture! To do this, go to Marvel Mods>Export Textures>By Asset Type and choose "Export 3D Asset - Diffuse Texture."
  • You'll be presented with 2 options:
    • Preserve Transparency: If some part of the texture needs to be transparent, choose "Yes." Otherwise, choose "No."
    • Export Method: If you're following the Marvel Mods Modeling Tutorial, choose "3ds Max." If you're following the Alchemy 5 Texture Replacement Method, choose "Alchemy 5 Texture Replacement."
  • Some operations will be run in the background (none of which will impact your source file), and then the texture will get exported to the same folder as the .xcf file with the same name. The extension will depend on the method: .png for the Modeling Tutorial and .tga for the Alchemy 5 Texture Replacement Method.



Exporting Environment Maps
    Environment maps are unique because they always come in a set of 6, so there's a special process for exporting them. Here's how to do that:
Expand to see steps
  • Within the download of the GIMP Scripts, in Export Textures\By Asset Type\3D Asset - Environment Maps, you'll find a file called Template.xcf. This is the template for environment maps that I recommend you use to ensure compatibility with the script. Open this in GIMP.
  • First, save this file somewhere with your skin. If you're following the modeling tutorial, you can save this to the location for this specific asset as defined in Chapter 2 of that tutorial. The name really doesn't matter. The naming convention of environment maps in the game isn't consistent with other textures. The default name for Iron Man's is "ChromeReflect", so a potential name could be ChromeReflect.xcf.
  • You'll notice on bottom right that there is a list of 6 layers, one that corresponds with each direction of the environment map.
  • You'll repeat the following process with each component of your environment map:
    • Open the selected environment map component in GIMP.
    • If the environment map component is over 128x128 in size, go to Image>Scale Image.... Scale the image down to 128x128. You really don't need these to be any larger than that.
    • Copy the environment map with Ctrl+C.
    • Switch back over to the environment map template. Pick the layer of the direction that matches your component.
    • Press Ctrl+V to paste the texture, then press the anchor icon (or Ctrl+H) to anchor the pasted layer to the layer on the template.
           
  • When you're done, all 6 layers should be populated with the new images. Be sure to save again.
  • You're now ready to export the texture! To do this, go to Marvel Mods>Export Textures>By Asset Type and choose "Export 3D Asset - Environment Maps."
  • You'll be presented with the following option:
    • Console: Pick "All" if you want this to export for all consoles and "PC Only" if you want it to only export for PC.
  • Some operations will be run in the background (none of which will impact your source file), and then the textures will get exported to the same folder as the .xcf file with the same name, but with a suffix. Environment maps are the only assets that are console-specific when working with igbFinisher, so it will export them in multiple sizes; you can tell the size from the first prefix. The sizes are as follows:
    • "L": this stands for "Large" because it's the largest size; this will work with PC (XML2 and MUA1), Steam, PS3, and Xbox 360. If you pick "PC Only" for the Console, this is the only size that will export.
    • "M": this stands for "Medium"; this will work with Wii and Xbox.
    • "S": this stands for "Small"; this will work with the PS2 (except for MUA2).
    • "XS": this stands for "Extra Small"; this will work with the GameCube, PSP, and MUA2 PS2.
    The second prefix is the direction. The extension will always be .png.



Converting and Exporting Normal Maps
    Normal maps are exported with a similar methodology as other advanced textures, but there are some extra steps if the maps aren't in the right color format. Here's how to convert and export them:
Expand to see steps
  • In GIMP, go to File>Open, then locate your texture and open it.
  • Go to File>Save and save the texture as a .xcf file. If you're following the modeling tutorial, you can save this to the location for this specific asset as defined in Chapter 2 of that tutorial. The file name doesn't really matter, but if you follow the default naming convention:
    • For the primary texture, simply name it (character number)01_n.xcf. The primary texture is the largest texture or the one that covers the most of the model.
    • For any secondary textures, simply name it (character number)01_(descriptor)_n.xcf. The secondary texture is any additional texture used by the model. The "(descriptor)" can just be anything that describes the texture. For instance, if the texture primary shows the head, you can replace "(descriptor)" with "head."
    • Regardless of the method you're using, use the in-game character number for the "(character number)." igbFinisher will not hex edit advanced texture names. Make sure you have the "_n" suffix to differentiate the textures as as normal maps. If not, the script will add this for you to the exported textures.
  • Next, you can scale the texture. There are two cases where you might need to scale the texture:
    • If the texture's dimensions are not powers of 2. Powers of 2 are numbers 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, and so on. The dimensions of the texture must be powers of 2 or else the textures won't work.
    • If the texture's dimensions are very large. The models in the game are rarely seen up close, so it's not necessary to use super large textures. Here are the largest texture sizes that you should use for different cases:
      • If the model will be compatible with XML2 PC and MUA1 PC and Steam only, the max texture size can be 2048x2048.
      • If the model will be compatible with XML2 PC and MUA1 Next-Gen (PC, Steam, PS3, and Xbox360), the max texture size can be 1024x1024.
      • If the model will be compatible with all games and consoles, the max texture size can be 512x512. igbFinisher will automatically scale the texture to work with each game and console.
      The size of the normal map should never be larger than the size of the diffuse texture it will be applied to.
    Do not scale your texture to make it bigger, as that will cause it to be blurry. To scale the texture, go to Image>Scale Image.... A dialog will open. Enter the new dimensions and then press "OK" to scale the texture. Be sure to save it again after this.
         
  • If the normal map is currently the blue format, you'll have to convert it to the green format. The script uses the green format as the starting version, but it will export both types. To convert, go to Marvel Mods>Utilities and choose "MUA Normal Map Conversion." This script will run without options and automatically convert your texture.
  • The conversion script adds the updated map as a new layer. You can delete the old layer, since it's no longer needed.
  • You're now ready to export the texture! To do this, go to Marvel Mods>Export Textures>By Asset Type and choose "Export 3D Asset - Advanced Texture."
  • You'll be presented with 2 options:
    • Advanced Texture Type: Pick "Normal Map," since this is a normal map.
    • Steam/360 Normal Map Color: The option for this doesn't really matter, as the two maps function the same way in-game. Blue is the standard option; yellow is just there to be able to replicate certain in-game textures.
  • Some operations will be run in the background (none of which will impact your source file), and then the texture will get exported to the same folder as the .xcf file with the same name. For every normal map, two textures are exported: a green version and a blue (or yellow) version. The blue (or yellow) version will add "_b" to the end of the file name. The green version will add "_g" to the end of the file name. The extension will always be .png.



Exporting Other Advanced Textures
    Any other advanced textures (specular maps, emissive maps, and environment masks) can all be exported the same way. Here's how:
Expand to see steps
  • In GIMP, go to File>Open, then locate your texture and open it.
  • Go to File>Save and save the texture as a .xcf file. If you're following the modeling tutorial, you can save this to the location for this specific asset as defined in Chapter 2 of that tutorial. The file name doesn't really matter, but if you follow the default naming convention:
    • For the primary texture, simply name it (character number)01_(suffix).xcf. The primary texture is the largest texture or the one that covers the most of the model.
    • For any secondary textures, simply name it (character number)01_(descriptor)_(suffix).xcf. The secondary texture is any additional texture used by the model. The "(descriptor)" can just be anything that describes the texture. For instance, if the texture primary shows the head, you can replace "(descriptor)" with "head."
    • Regardless of the method you're using, use the in-game character number for the "(character number)." igbFinisher will not hex edit advanced texture names. For suffixes, use "s" for specular maps, "g" for emissive maps ("g" comes from "glow"), and "m" for environment masks ("m" comes from "mask"). Make sure to include these suffixes to differentiate the textures. If you don't, the script will add these for you on the exported image.
  • Next, you can scale the texture. There are two cases where you might need to scale the texture:
    • If the texture's dimensions are not powers of 2. Powers of 2 are numbers 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, and so on. The dimensions of the texture must be powers of 2 or else the textures won't work.
    • If the texture's dimensions are very large. The models in the game are rarely seen up close, so it's not necessary to use super large textures. Here are the largest texture sizes that you should use for different cases:
      • If the model will be compatible with XML2 PC and MUA1 PC and Steam only, the max texture size can be 2048x2048.
      • If the model will be compatible with XML2 PC and MUA1 Next-Gen (PC, Steam, PS3, and Xbox360), the max texture size can be 1024x1024.
      • If the model will be compatible with all games and consoles, the max texture size can be 512x512. igbFinisher will automatically scale the texture to work with each game and console.
      The size of the advanced texture should never be larger than the size of the diffuse texture it will be applied to. Often, they're actually smaller.
    Do not scale your texture to make it bigger, as that will cause it to be blurry. To scale the texture, go to Image>Scale Image.... A dialog will open. Enter the new dimensions and then press "OK" to scale the texture. Be sure to save it again after this.
         
  • You're now ready to export the texture! To do this, go to Marvel Mods>Export Textures>By Asset Type and choose "Export 3D Asset - Advanced Texture."
  • You'll be presented with 2 options:
    • Advanced Texture Type: Pick the corresponding option that goes with the advanced texture you're currently exporting.
    • Steam/360 Normal Map Color: This option has no impact on other advanced textures, so you can ignore it.
  • Some operations will be run in the background (none of which will impact your source file), and then the texture will get exported to the same folder as the .xcf file with the same name. The extension will always be .png.



Next Steps
    Once you've exported all the necessary textures, you can proceed to either the Marvel Mods Modeling Tutorial (return to Chapter 7 if you were already in the process of working on a model) or the Alchemy 5 Texture Replacement Method to learn how to apply your texture to the model!

September 11, 2020, 08:34PM #3 Last Edit: March 04, 2026, 08:06PM by BaconWizard17
MARVEL  MODS  AESTHETICS  TUTORIAL
CHAPTER 4: PORTRAITS (HUDS AND CSPS)

By BaconWizard17



Introduction
    Portraits are one of the most common types of 2D assets used in the game. There are two types:
  • Conversation Portraits (HUDs): These portraits are used in all 4 games to show which character is speaking during a conversation. In MUA1 and MUA2, they are also used to show which character you're currently controlling.
  • Character Select Portraits (CSPs): These portraits are used in XML1 and XML2 in the character select screen to show which characters are on the roster and can be picked for your team.
    The two portrait types are made in a similar way, and it's even possible to make both from the same image.



Acquiring Textures
    For portraits, you typically need a close-up picture of the character that you're creating the portrait for. There are plenty of places to source these: comic art, in-game art from various games, renders, and more. You can find some of these on our Other Game Assets board or on sites like DeviantArt and The Spriters Resource. If you want to use a converted skin to create a portrait image, check out Supplement 1 of this tutorial. Generally, the image should have a transparent background. There are a few cases where you don't need a transparent background, and some where you must have a transparent background.
  • Transparent background not needed: you want to use the image to make a default-style XML2 CSP (they're made from a close-up of the loading screen), you want to use the image to make a default-style HUD for XML1/XML2 (every portrait has a unique background), or you're re-exporting a default HUD.
  • Transparent background required: you want to use the image to make MUA1 last-gen style portraits with a glowing outline, you want to use the image to make MUA1 next-gen style portraits without a background, you want to use the default backgrounds for HUDs or XML1 CSPs, or you want to use the same image to create multiple types of portraits.
   You can optionally choose to have a unique background for the portraits, which can be part of the portrait image or separate. XML1 CSPs and MUA1 HUDs have a consistent background, and those are included in the templates already. XML2 CSPs will require a unique background, and other assets can optionally use unique backgrounds.



Cropping Images
    For ease of use, it's often best to crop the image of the character to mostly be close around their face. If the image is already cropped this way, you can skip this step.
Expand to see steps
  • Open the image in GIMP.
  • Select the Rectangular Selection tool (hotkey R). Make a rectangular selection around the character's head and shoulders.
  • Press Ctrl+C to copy the selection. Then, press Ctrl+Shift+V to create a new image from the clipboard.



Removing Backgrounds From Character Images
    For most uses, it's best to trim off the background of the source image of your character, leaving them with a transparent background. If the image already has a transparent background, or you're using it for one of the cases where you don't need a transparent background, you can skip this step.
Expand to see steps
  • Open the image in GIMP.
  • Go to Layer>Transparency>Add Alpha Channel. An alpha channel stores transparency information for the image. If this option is grayed out, the image already has an alpha channel.
  • There are countless ways to remove the background from an image, but I'll go ahead and just explain the two that I commonly use. If the background of the image uses a solid color, follow along with Method 1. Otherwise, follow along with Method 2.
    Expand to see steps for Method 1
    • First, choose the Fuzzy Select tool. The default hotkey for this is U.
    • There are some settings you can customize on the left side. Typically, you don't have to change most of them. You can set the threshold pretty low, around 5. This should account for color variation in the background without selecting part of your character.
    • Click somewhere on the background part of your image. The selection should appear with a white moving outline. Make sure only the areas you want to be selected are selected. If you need to add to the selection, you can Shift+Click in the missing areas to add. To remove from a selection, Ctrl+Click the areas you want to remove. You can adjust the Threshold as needed to get better results.
    • Press Delete to delete the selection.
    • Press Ctrl+Shift+A to clear your selection.
    Expand to see steps for Method 2
    • First, choose the Free Select tool. The default hotkey for this is F.
    • There are some settings you can customize on the left side. I recommend keeping Antialiasing selected. I also prefer to select Feather edges and set the Radius to 0.5.
    • Click somewhere on the border between your character and the background. This will place a point down.
    • Continue clicking around the character to place more points to create the selection. The more points you create, the better the detail will be preserved. You should place more points around tightly curved areas, but you don't need as many on straighter lines. You can also click and drag between points to capture variability, but this can be tricky with a mouse, so I don't recommend it. If at any point you're not happy with a point you created, pressing Backspace will remove the most recent one. Place points until you get all the way around your character.
    • Once you've placed your final point, press Enter. This will bridge the gap between your first point and your last and complete the selection. The selection should appear with a white moving outline. If you need to add to the selection, you can Shift+Click to start another selection to add to this one. To remove from a selection, Ctrl+Click to start a selection to remove.
    • Now press Ctrl+I to invert the selection.
    • Press Delete to delete the selection.
    • Press Ctrl+Shift+A to clear your selection.



Exporting the Texture
    With your image prepped, you can now apply it to the template and export it! Here's how.
Expand to see steps
  • Within the download of the GIMP Scripts, you'll find templates for different portrait types. Depending on which portraits you're making, look in the following places:
    • Export Textures\By Asset Type\Export Multiple Portraits (CSP and HUD) if you're making both portrait types.
    • Export Textures\By Asset Type\Export Conversation Portrait (HUD) if you're just making HUDs.
    • Export Textures\By Asset Type\Export Character Select Portrait (CSP) if you're just making character select portraits.
    Each folder contains 3 templates: Template (64x64).xcf, Template (128x128).xcf, and Template (256x256).xcf. Select the appropriate template based on the portrait type you're making and the size of your source image and open it.
  • First, save the portrait under a new name. If you're following the modeling tutorial, you can save this to the location for this specific asset as defined in Chapter 2 of that tutorial. For the name, I would recommend simply (character number)01.xcf (for the modeling tutorial, choose "123" as the character number; otherwise, use the character's actual number). You don't need any prefixes or suffixes; the appropriate ones will be added when you export the specific images.
  • Every template will always contain a layer called "Character", which is where the character's portrait will go. By default, it's filled with an image of my 90s Cyclops skin. Select the layer.
  • Press Delete to clear the layer.
  • Open the image of your character and press Ctrl+C to copy it. Within the portrait template, press Ctrl+V to paste the image. Don't anchor it yet.
  • At this point, you can scale and move the image around however you please. The hotkey for the Move tool is M. You can scale the image with Shift+S and rotate with Ctrl+R. If you used a skin screenshot, I put guides that match how I do my characters. The upper horizontal line is for their eyes, the lower one is for their mouth, and they're always centered. Otherwise, orient the image however you please.
  • When you're happy with the orientation, press the anchor button (or Ctrl+H) to anchor the layer.
  • Finally, press Shift+L to match the layer size to the image size.
  • If you want to customize one of the backgrounds, hide all of the layers above it by pressing the eyeball icon next to the layer.
  • Copy the background image and then press Ctrl+V to paste it. You can move and position it how you like.
  • Press Ctrl+H to anchor the layer and Shift+L to fit its size.
  • Show all the other layers by clicking the eyeball icons again.
  • You're now ready to export! To do this, go to Marvel Mods>Export Textures>By Asset Type and choose the script that has the same name as the folder where you got the template.
  • You'll be presented with several options:
    • Export Method: If you're following the Marvel Mods Modeling Tutorial, choose "3ds Max." If you're following the Alchemy 5 Texture Replacement Method, choose "Alchemy 5 Texture Replacement."
    • Export a plain HUD: If you're exporting a plain HUD that will only use the character and HUD background without any outlines, choose "Yes." Otherwise, choose "No." This option is not present in the CSP script.
    • Export an MUA1 next-gen style HUD: If you're exporting an MUA1 next-gen style HUD (character only on a transparent background), choose "Yes." Otherwise, choose "No." This option is not present in the CSP script.
    • Export HUD with a hero outline: If you're exporting a HUD that uses the character and HUD background and will include a blue outline around the character (like most MUA1 HUDs), choose "Yes." Otherwise, choose "No." This option is not present in the CSP script.
    • Export HUD with a red villain outline: If you're exporting a HUD that uses the character and HUD background and will include a red outline around the character (indicating that they're a villain), choose "Yes." Otherwise, choose "No." This option is not present in the CSP script.
    • Export HUD with a green villain outline: If you're exporting a HUD that uses the character and HUD background and will include a green outline around the character (indicating that they're a Doctor Doom-controlled character), choose "Yes." Otherwise, choose "No." This option is not present in the CSP script.
    • Export a CSP for XML1: If you're exporting a CSP for XML1, choose "Yes." Otherwise, choose "No." This option is not present in the HUD script.
    • Export a CSP for XML2: If you're exporting a CSP for XML2, choose "Yes." Otherwise, choose "No." This option is not present in the HUD script.
    Note: for the base version of MUA1, the outlines for character portraits are somewhat inconsistent. They vary by color and thickness. As such, there are may ways to create these outlines, and various older tutorials all recommended their own way. In this script, I've created the best possible balanced approach, but it may not perfectly resemble how others do it or how certain in-game portraits look.
  • Some operations will be run in the background (none of which will impact your source file), and then one texture will get exported to the same folder as the .xcf file for each option you chose above. They will have the same name, but a prefix or suffix will be added depending on the portrait type to help keep them separate. The extension will depend on the method: .png for the Modeling Tutorial and .tga for the Alchemy 5 Texture Replacement Method.



Next Steps
    Once you've exported all the necessary textures, you can proceed to either the Marvel Mods Modeling Tutorial (return to Chapter 7 if you were already in the process of working on a model) or the Alchemy 5 Texture Replacement Method to learn how to apply your texture to the model!

October 13, 2020, 10:23PM #4 Last Edit: March 04, 2026, 02:32PM by BaconWizard17
MARVEL  MODS  AESTHETICS  TUTORIAL
CHAPTER 5: POWER ICONS

By BaconWizard17



Introduction
    Power icons are used in all 4 games. One goes with each power in the game, and they show up in the HUD to help you quickly identify which power you're using. They're laid out slightly differently in each game, but they're all made the same way.



Acquiring Textures
    Icon textures are made up of a bunch of individual smaller textures assembled together. For XML1 you need up to 4, for MUA1 you need up to 12 (plus a banner), and for XML2 and MUA2 you need up to 16. Typically, UI elements from various games are ideal for this. You can extract existing ones from the in-game assets by following the Alchemy 5 Texture Replacement Method. I have the XML2 icon textures extracted and upscaled here. Additionally, you can find some assets from other games on our Other Game Assets board or on sites like DeviantArt and The Spriters Resource.
   The textures for each icon should be at least 64x64. They should be squares; they don't have to be cropped into circles, but it's okay if they are. For an MUA1 banner, you need an image that's very wide but not very tall; the image will be cropped to 768x64 before it's scaled.



Setting Up and Exporting the Texture
    The process for exporting power icons is essentially the same for each game. Here's how to do it:
Expand to see steps
  • Within the download of the GIMP Scripts, you'll find templates for icon sets of different games in Export Textures\By Asset Type\Power Icons. There's a template for each game: Template (XML1).xcf for XML1, Template (XML2).xcf for XML2, Template (MUA1).xcf for MUA1, and Template (MUA2).xcf for MUA2.
  • First, save the template under a new name. If you're following the modeling tutorial, you can save this to the location for this specific asset as defined in Chapter 2 of that tutorial. For the name, use the in-game icon file name (for XML2, skip the number at the end).
  • Every template will always contain a layer called "Icons", which is where the icons will go. By default, it's filled with placeholder number textures. These numbers correspond with the icon number that's listed in the character's powerstyle and talents files. The XML1 and XML2 templates have a separate layer for the border called "Border;" it's not necessary to change it, and you'll apply everything to the "icons" layer. The MUA1 and MUA2 templates have layer masks applied to the "Icons" layer; this helps apply the necessary transparency that will be used in the game, and it's not necessary to change anything about that.

  • The process for setting up the icons on the template is the same regardless of game. Copy your icon image with Ctrl+C and paste it with Ctrl+V.
  • Use the scale tool (Shift+S) to scale the icon down to 64x64 if it's not already.
  • Switch to the move tool (hotkey is M). Click and drag the icon to its intended location.
  • Anchor the icon (Ctrl+H) to apply it to the Icons layer.
  • If you're making icons for MUA1, here's how to make the banner:
    • Start with a wide and narrow image. Go to Image>Scale Image.... Make sure the aspect ratio remains locked (the chain icon should be closed), and then set the width to 768. Then press Scale to scale the image.
    • Next, go Image>Canvas Size.... Set the height to 64. You can drag the preview up and down until you've selected the sliver that you like. Make sure that "Resize Layers" is set to "All Layers." Press "Resize" to resize it.
    • Copy the image with Ctrl+C and then paste it into the icon template with Ctrl+V.
    • Press M to select the move tool and move the banner down to the bottom row of the icons.
    • Press Shift+S to scale the banner. Make sure the aspect ratio is unlocked (the chain icon should be open). Drag the handles or type dimensions to make the banner 256 wide. Make sure it stays centered.
    • Anchor the banner (Ctrl+H) to apply it to the Icons layer.
  • You're now ready to export! To do this, go to Marvel Mods>Export Textures>By Asset Type>Export Power Icons.
  • You'll be presented with two options:
    • Game: Choose the game that goes with the template you selected.
    • Export Method: If you're following the Marvel Mods Modeling Tutorial, choose "3ds Max." If you're following the Alchemy 5 Texture Replacement Method, choose "Alchemy 5 Texture Replacement."
  • Some operations will be run in the background (none of which will impact your source file), and then textures will get exported to the same folder as the .xcf file for each option you chose above. For XML1, MUA1, and MUA2, there will be one file with the same name as the .xcf file. For XML2, there will be two files, one that's smaller with a number "1" added to the end of the file name, and one that's larger with a number "2" added to the end of the file name. A prefix will be added to denote the game. The extension will depend on the method: .png for the Modeling Tutorial and .tga for the Alchemy 5 Texture Replacement Method. Plain .png previews will also be exported.



Next Steps
    Once you've exported all the necessary textures, you can proceed to either the Marvel Mods Modeling Tutorial (return to Chapter 7 if you were already in the process of working on a model) or the Alchemy 5 Texture Replacement Method to learn how to apply your texture to the model!

September 29, 2025, 11:52AM #5 Last Edit: March 04, 2026, 08:11PM by BaconWizard17
MARVEL  MODS  AESTHETICS  TUTORIAL
CHAPTER 6: LOADING SCREENS AND CONCEPT ART

By BaconWizard17



Introduction
    Loading screens are the textures that are shown when you load between levels. They usually show a character or location. There are character-specific and map-specific ones. They're used in all 4 games. Concept art is a type of collectible used in X-Men Legends, X-Men Legends II, and Marvel: Ultimate Alliance. They show art that the designers of the game created during the development process. Both are made in a similar way.



Acquiring Textures
    Loading screen textures are pretty common assets that could be found anywhere. You just need any large wallpaper-type image. Concept art textures are usually more rare, but you can still find them in the base game or in assets from other games. Ideally, the texture should be at least 1024 pixels in height. If this will be for XML1 or XML2 only, the texture should be at least 1365 pixels wide. Otherwise, it should be at least 1820 wide. Smaller textures can work, but they won't look as sharp or clear.
   You can extract existing textures from the games using the Alchemy 5 Texture Replacement Method. Many existing in-game textures can also be found online. Enigma has compiled many of those here and here. Additionally, you can find some assets from other games on our Other Game Assets board or on sites like DeviantArt and The Spriters Resource.



Setting Up and Exporting the Texture
    For both loading screens and concept art, the process for creating the texture is the same. Here's how to do it:
Expand to see steps
  • Open your chosen texture in GIMP.
  • Go to File>Save and save the texture as a .xcf file. If you're following the modeling tutorial, you can save this to the location for this specific asset as defined in Chapter 2 of that tutorial. The file name doesn't really matter, but if you follow the default naming convention:
    • Loading screens for characters are named (character number)01.xcf.
    • Loading screens for maps are typically named based on the map. The zoneinfo file will identify which loading screen goes with which map, so you can save it as (Loading Screen Name).xcf.
    • Concept art is typically named just "concept" followed by a number, so you can name the file concept(Number).xcf.
  • Next, you'll need to scale the image. To do this, go to File>Scale. The height is the most important, and you'll want the width to scale accordingly. Click the chain icon to make sure the height and width change together. Then, set the height:
    • If your texture is over 2048 pixels in height, scale the height to 2048 pixels. This is double the resolution of any in-game textures of this type, so it'll get you the clearest image.
    • If your texture is less then 2048 pixels in height but over 1024 pixels in height, scale the height to 1024 pixels. This is equivalent to the next-gen MUA1 versions of these textures.
    • If your texture is less then 1024 pixels in height but over 512 pixels in height, scale the height to 512 pixels. This is equivalent to the resolution of all the last-gen console versions of these textures.
    • Any smaller image is not a good candidate for this type of asset.
    If you're using igbFinisher, higher resolution textures will automatically be scaled to the max texture size that each console can support.
  • Next, you'll need to crop the width of the image. To do this, go to Image>Canvas Size. In that dialog, adjust the width as follows:
    • XML2 PSP and all versions of MUA1 and MUA2 use 16:9 images for their loading screens and concept art. The scripts also support the ability to crop a 16:9 image into a 4:3 image, creating loading screen textures that are compatible with all games. If you're exporting loading screens that will be used with any game, use the following widths.
      • For a height of 2048, set the width to 3641.
      • For a height of 1024, set the width to 1820.
      • For a height of 512, set the width to 910.
    • XML1 and XML2 (except for PSP) use 4:3 images for their loading screens and concept art. If you're exporting loading screens for these games only, use the following widths:
      • For a height of 2048, set the width to 2731.
      • For a height of 1024, set the width to 1365.
      • For a height of 512, set the width to 683.
      Note: If your image is already the correct width, you do not need to scale it. If your image is slightly less than the width that you need, you can scale the width instead of cropping. However, if the difference is too much, the image will look deformed.
    In the Canvas Size dialog, you can also drag the preview of the image left/right to pick which part of the texture you want to keep.
  • If you're using a 16:9 image that you also want to crop to a 4:3 image, you can set a vertical guide in the texture. This guide should be placed where the left edge of the cropped image will be. The maximum X position for this is 910 if the texture is 2048 pixels in height, 455 if the texture is 1024 pixels in height, and 227 if the texture is 512 pixels in height. To create the guide, click and drag from the ruler on the left side of the screen until the guide is in the desired position.
  • You're now ready to export! For loading screens, go to Marvel Mods>Export Textures>By Asset Type>Export Loading Screen. For concept art, go to Marvel Mods>Export Textures>By Asset Type>Export Concept Art.
  • You'll be presented with the following option:
    • Export Method: If you're following the Marvel Mods Modeling Tutorial, choose "3ds Max." If you're following the Alchemy 5 Texture Replacement Method, choose "Alchemy 5 Texture Replacement."
  • Some operations will be run in the background (none of which will impact your source file), and then textures will get exported to the same folder as the .xcf file for each option you chose above. The texture(s) will share a name with the xcf file, but a prefix will be added depending on which game this will work with:
    • 4-3_ means that this is a texture with a 4:3 aspect ratio, compatible with XML1 and XML2 (except for PSP).
    • 16-9-L_ means that this is a texture with a 16:9 aspect ratio compatible with last-gen MUA1 and MUA2. For concept art, this will also be compatible with XML2 PSP.
    • 16-9-N_ means that this is a texture with a 16:9 aspect ratio compatible with next-gen MUA1.
    • 16-9-P_ means that this is a loading screen texture with a 16:9 aspect ratio compatible with XML2 PSP. This is only used with loading screens, since XML2 PSP uses a unique layout for those textures.
    The extension will depend on the method: .png for the Modeling Tutorial and .tga for the Alchemy 5 Texture Replacement Method. A preview of the full image(s) will also be generated.



Next Steps
    Once you've exported all the necessary textures, you can proceed to either the Marvel Mods Modeling Tutorial (return to Chapter 7 if you were already in the process of working on a model) or the Alchemy 5 Texture Replacement Method to learn how to apply your texture to the model!

September 29, 2025, 11:53AM #6 Last Edit: March 04, 2026, 02:33PM by BaconWizard17
MARVEL  MODS  AESTHETICS  TUTORIAL
CHAPTER 7: COMIC COVERS

By BaconWizard17



Introduction
    Comic covers are a type of collectible found in X-Men Legends, X-Men Legends II, and Marvel: Ultimate Alliance. This is specifically related to the comic cover-specific textures that are viewable in the review menu. There's one for each character on the base roster.



Acquiring Textures
    For comic covers, the best place to find them is online. For best quality, look for an image that's at least 885 pixels in height. There are lots of online collections, and they can typically be found on the Marvel Database as well (or DC Comics Database for DC).
   Comic covers in the game can be found on a standardized background. Luckily, you don't have to interact with that background at all; the script includes these files, and the cover will automatically be applied to the backgrounds when exporting the texture.



Setting Up and Exporting the Texture
    Regardless of the game, the process for setting up the textures is the same. Here's how to do it:
Expand to see steps
  • Open your chosen texture in GIMP.
  • Go to File>Save and save the texture as a .xcf file. If you're following the modeling tutorial, you can save this to the location for this specific asset as defined in Chapter 2 of that tutorial. The file name doesn't really matter, but by default, the comic covers follow the naming convention "(Character Name)_cov", so you can name the file (Character Name)_cov.xcf.
  • Next, you'll need to verify the proportions of the image. The height should be 885 pixels or greater. The width doesn't exactly matter, but the aspect ratio should be between 1.52 and 1.55. To find the aspect ratio, divide the height by the width. If the aspect ratio isn't in this range, do the following:
    Expand to see steps
    • Go to File>New and create a new image.
    • The dimensions of the image will depend on the aspect ratio:
      • If the aspect ratio is less than 1.52, enter the image's width for the width. For the height, multiply the width by 1.53.
      • If the aspect ratio is greater than 1.55, enter the image's height for the height. For the width, divide the height by 1.53.
      In my example, the image is 731x1000 pixels. 1000 divided by 731 is 1.36, which is less than 1.52. For my new image, the width will be 731, and the height will be 1000 multiplied by 1.53, which is 1118.
    • You can fill the image with whatever background color you like. Black is probably the best option.
    • Copy the image of your comic cover with Ctrl+C. In the new image, paste it with Ctrl+V, and then anchor it (using the anchor icon in the bottom right or the Ctrl+H shortcut).
    • Save this image as a .xcf file following the naming convention suggested above. This new image will now be what you export.
  • You're now ready to export! Go to Marvel Mods>Export Textures>By Asset Type>Export Comic Cover.
  • You'll be presented with the following options:
    • Export Method: If you're following the Marvel Mods Modeling Tutorial, choose "3ds Max." If you're following the Alchemy 5 Texture Replacement Method, choose "Alchemy 5 Texture Replacement."
    • Export a Comic Cover for XML1?: If you're exporting a comic cover for XML1, choose "Yes." Otherwise, choose "No."
    • Export a Comic Cover for XML2?: If you're exporting a comic cover for XML2, choose "Yes." Otherwise, choose "No."
    • Export a Comic Cover for MUA1?: If you're exporting a comic cover for MUA1, choose "Yes." Otherwise, choose "No."
  • Some operations will be run in the background (none of which will impact your source file), and then textures will get exported to the same folder as the .xcf file for each option you chose above. The texture(s) will share a name with the xcf file, but a prefix will be added depending on which game this will work with:
    • XML1_ means that this texture works with XML1.
    • XML2_ means that this texture works with XML2 (except for PSP).
    • XML2-PSP_ means that this texture works with XML2 PSP.
    • MUA1-LG_ means that this texture works with the last-gen console versions of MUA1.
    • MUA1-NG_ means that this texture works with the next-gen console versions of MUA1.
    The extension will depend on the method: .png for the Modeling Tutorial and .tga for the Alchemy 5 Texture Replacement Method. Previews of each comic cover will also be exported.



Next Steps
    Once you've exported all the necessary textures, you can proceed to either the Marvel Mods Modeling Tutorial (return to Chapter 7 if you were already in the process of working on a model) or the Alchemy 5 Texture Replacement Method to learn how to apply your texture to the model!

September 29, 2025, 11:53AM #7 Last Edit: March 04, 2026, 02:33PM by BaconWizard17
MARVEL  MODS  AESTHETICS  TUTORIAL
CHAPTER 8: XML1/XML2 DANGER ROOM/BIO ICONS

By BaconWizard17



Introduction
    This chapter is currently a placeholder that will be filled out with more information in the future. Stay tuned!

September 29, 2025, 11:54AM #8 Last Edit: March 04, 2026, 02:33PM by BaconWizard17
MARVEL  MODS  AESTHETICS  TUTORIAL
SUPPLEMENT 1: USING SKIN SCREENSHOTS

By BaconWizard17



Introduction
    To get the source images for some textures, I like to use screenshots of characters in 3ds Max. This allows me to get a consistent style for all assets, and it ensures that a portrait is available. This is totally optional, and you can always get portrait images from somewhere else. I'll document the steps so that anyone can do this if they want. This technique requires you to have a .max file of a finished skin.



Using Character Images for Portraits
    Here are the steps for getting a source image for a portrait in 3ds Max:

Expand to see steps
  • Open the .max file of the character in 3ds Max. Change to the Right viewport and make it full screen. Remember that you can find all the important hotkeys for different operations in Chapter 2 of the Marvel Mods Modeling Tutorial.
  • Hide the grid and turn off wireframe mode.
  • Select the rotate tool and turn on angle snapping.
  • Select the upper arm. Under the "Motion" rollout, turn off figure mode and change the Track Selection to Symmetrical.
  • Rotate the character's arms down. If they started in a T-Pose, drop them 80 degrees. For models in an A-pose, it may not be necessary to do this. You just want the shoulders to be a bit more natural.
  • The first time you try to rotate the arms, they may end up rotating the wrong way. This is common. Just let go, press Ctrl+Z to undo, and repeat.
  • Hide the skeleton by selecting the model parts, right clicking, and choosing "Hide Unselected."
  • Under the material properties, change the self-illumination to 25. Make sure that the best quality texture is applied to the skin.
  • Zoom in on the character as close as possible while still being able to see the top of their head and the bottom of their shoulders.
  • If all textures are 256x256 or smaller, you can just take a screenshot. If you have any larger textures, it's necessary to render the scene to get them to display correctly.
  • You now have a screenshot of the skin that can be used for the portrait!

   



Next Steps
    With the new texture created, you can return to the previous section to use it for an asset!



The Marvel Mods Aesthetics Tutorial has just received a major rewrite! It now covers how to set up and export textures out of GIMP for 3D assets as well as various types of 2D assets. These exported textures can then be used with the Marvel Mods Modeling Tutorial or the Alchemy 5 Texture Replacement Method/Creation.