Development > Artwork
A (Finally!) proper low-poly head without the headache
Destructavator:
--- Quote from: Migel on September 04, 2009, 06:48:34 am ---I'm useing Milkshape, and I can recompile this models. It will be much easier then fixin export script.
--- End quote ---
Great! Thanks, I think that's a big help for now until some coder has time to work on the scripts.
bayo:
i can take a look at the script, but i am not sure i can fix something.
Anyway, IMO the head must have a right scale and right origin (into Blender), i dont think the script can do anything for it.
Then maybe it is a good idea to create a Blender file with a "template" (the size of 1 metter; common size of an actor, head...). But i dont know Blender. In Blender, do you model with an SI unit? or do you model with an abstract unit?
Destructavator:
--- Quote from: bayo on September 04, 2009, 12:21:08 pm ---i can take a look at the script, but i am not sure i can fix something.
Anyway, IMO the head must have a right scale and right origin (into Blender), i dont think the script can do anything for it.
Then maybe it is a good idea to create a Blender file with a "template" (the size of 1 metter; common size of an actor, head...). But i dont know Blender. In Blender, do you model with an SI unit? or do you model with an abstract unit?
--- End quote ---
Thanks for offering to help fix the script.
I don't think the problem is scale or orientation anymore, if you look again at this latest screenshot, the scale is almost right and the head is facing in the proper direction, but the problem is how the export handles the material texture. As you can see in this picture, the head is lit up very brightly with tons of light, reflecting much more light than it should. The body of course looks normal, one of the old, existing body models.
I don't know if the export script has an issue with specular or lighting settings or what, but it just exports with way too much brightness.
Migel:
Now I'll tell you my version of it. Maybe I miss something or don't understand - feel free to correct me. MD2 is just mech, it have no bones, no lightmap, just polygons. As I told you, I test it on 2.2.1 - and found no problems, but the texture is just to bright. In 2.3 I have the same problem as you, but I'm sure that it no more bright than the texture! And that's it! But don't you think that the brightness itself is too high - look at the old body - it's glowing!
Migel:
Check this out. I play a bit with gamma\brightness\contrast in game - model is fine and the texture is ok (all but alliace - wrong again in FlatTop.md2, last post of 2nd page. How did you make them?). Default brigtness is bad.
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