Development > Artwork

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

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bayo:
yeaa, looking another head skin, the brightness look like the Migel skin.

Destructavator:
Migel, I've got to hand it to you - I think you're closer to the right answer than the rest of us.

I cranked down the brightness in Blender before export, this latest shot is how it came out.

The only issue I have now is that inside Blender the model looks very dark of course.

I guess we could add it to the wiki, that if anyone creates a model in Blender and wants to export it for UFO:AI, that they should turn the brightness way down before export.

Edit:  This was done by turning the light reflection level for the textures, inside Blender, from 1.0 down to 0.6 in the materials.

Kildor:
But now model (head and body) is very bright too. Or do I missed something?

Destructavator:

--- Quote from: Kildor on September 05, 2009, 05:02:45 pm ---But now model (head and body) is very bright too. Or do I missed something?

--- End quote ---

These are with the default game video settings.

There's actually another thread about the default (global) brightness being too intense.

Migel:

--- Quote ---I guess we could add it to the wiki, that if anyone creates a model in Blender and wants to export it for UFO:AI, that they should turn the brightness way down before export.
--- End quote ---
I think there is no need for that. When the global brightness will be set to normal problem will be solved by itself. As for now I suggest you test your model on both 2.3 and 2.2.1 versions. 2.2.1 is old, but it's stable, and show skins right.

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