As promised, a tutorial for texture editing.
Greed Xplorer download
Greed Xplorer is a program I primarily use for extracting and injecting textures, as well as previewing the character model with said textures. It can, however, also be used to open up DOA's .afs-files, that contain the game's character models, and extract them. Since we won't really be exporting anything other than models, there's no real need to get any of the other .afs file viewers.
Extracting models
Let's start out with how to extract models. First you have to get the .afs files that contain the models from your copy of DOA3 or DOA2U. DOA3's models are in "loadfile.afs", while DOA2U's models are in "datahdd.afs" and "datahhd2.afs".
When you've opened the file you should see a list of the models on the left. If you right-click on them, a drop-down menu will appear that lets you extract the file. You have the choice of exporting just the .xpr file, or both the .xpr file and the .cat file. You'll need both if you want to use the model in your game, so I always just export both.
Viewing models
You can also open up models from the menu on the left by double-clicking (I personally prefer to turn single-click on). The preview window on the right will then display the model's textures. If you want to see the model itself, click on the "Character" tab in the lower left.
Controls for viewing the model are:
Holding the left mouse button while dragging the mouse rotates the model.
Holding the right mouse button while dragging the mouse zooms in and out.
Holding the mouse wheel down while dragging the mouse moves the model around.
Exporting textures
To export specific textures from the model, you have to select them first. You can either click on them in the preview window or select them from the list in the lower left. You can also select multiple textures by dragging a selection over the textures you want or holding down shift while clicking on or dragging over other textures.
If you're having trouble finding the texture for a specific part, you can preview individual parts of the model by navigating through the lower left. When you've found the part you're looking for, click Select>Mesh Textures, and it will highlight the textures used on that object.
Once you've selected your textures you export them by going to File>Export Texture to DDS>Selected. I prefer exporting textures individually like this because it allows me to name them, which helps me keep my files organized.
Editing textures
I use Photoshop for texture editing, but Photoshop doesn't actually natively support .dds files. You'll need to download this plugin from Nvidia if you want to open them in Photoshop.
http://www.nvidia.com/object/dds_thumbnail_viewer.html
Once that's done you can unleash your amazing artistic powers.
When you save your texture you have to make sure it's saved in the right format. Normal textures should be saved as DXT1 RGB. Textures with an alpha-channel should be saved as DXT5 ARGB (though there are some rare exceptions with textures that use 1-bit alpha. These should be saved as DXT1 ARGB.) If you're unsure about what you should save your texture as, you can see it by selecting it in Greed Explorer. The list in the lower left shows the texture's type.
Importing textures
While you can export multiple textures at once, importing them is something you'll have to do one at a time. Selecting the texture you want in the preview also highlights it in the lower left. Right-click it and select "Replace texture by," and then locate your modified texture. If you saved your texture in the right format it will be imported.
Once it's imported I like to check the preview to make sure it works as intended.
One last thing. You'll notice that there's also a low-poly model with its own set of low-resolution textures. This model is used for reflections, and possibly a few other misc things too. It's not strictly necessary to do the extra set of textures for this, but it is something you'll have to do if you don't want a completely different costume to appear on reflective surfaces like ice and the floors on Azuchi.
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That's it for the Greed Xplorer basics. There are two more things I want to cover, which are editing .cat files and swapping textures and enabling alpha channels in .xpr files, but both of these require using a memory viewer to edit the files, which is a whole different beast to explain. Besides, this is really 90% of what you'll actually be doing, so you might as well just start here.
I also know I basically said nothing about texture editing itself, but I think you really have to work out for yourself, and find out what works best for you. I can give a few pointers, though:
1) Don't be afraid to just grab textures from other models, or even from real-life pictures. To me it doesn't really matter if you worked tirelessly to do it by hand or just grabbed the first thing that showed up in Google image search, if it works, it works.
2) Photoshop has some really handy tools to use. "Match color" is one that I use often. I think it tends to look better than a simple Hue/Saturation/Colorize filter.
3) Another thing I like to do is copy a texture and paste it as a mask. This can, for example, be used to blend two different colors together, having a bottom layer be one color and the top layer be another color, and have them blend together better with the help of the mask.