Development > Artwork

A (Finally!) proper low-poly head without the headache

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Mattn:
yes - that is right:

"body head skinnum"

but for the final version please make sure that they match the naming scheme ;)

bayo:
I test md2 normals with a hacked tool.

Your export (i use your md2 from http://ufoai.ninex.info/forum/index.php?topic=3996.msg30262#msg30262)
(image with black hair) look better than the default blender md2 export (i use http://ufoai.ninex.info/forum/index.php?topic=4040.msg30475#msg30475 with the default Blender export).

Anyway i dont think this normal "error" create the brightness.
Mattn, can it be a problem with shaders? And can we export the same model into md3 to test ingame?

Destructavator:

--- Quote ---Mattn, can it be a problem with shaders? And can we export the same model into md3 to test ingame?
--- End quote ---

I've wondered myself if UFO:AI isn't displaying the models right, because I've loaded my exported MD2s into other graphic engines and they display properly.

I've also tried loading the existing models into various editors, they also display OK, and I can't seem to find differences between them and my own MD2s.

Migel:
Destructavator, listen, you realy get me wrong. I can swear there is no problem with the model, ONLY PROBLEM IS THE SKIN!!!
And the brightness in game of course. To show you that I draw quick skin - check it (it not pretending on anything but to test). Test it with your model. Even with that awful brightness it shows normally. MD2 have no lightmap.

Migel:
By the way, about brightness - try to drop brightness to 0 and look at the models - some affected more, than the other, and some are not affected at all. Same for contrast. Are they useing different shaders?

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