Development > Artwork

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

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Mattn:
can't you just export the texture without any light effects applied by blender?

Kildor:
Destructavator:
> These are with the default game video settings.
But all chrome looks good. The problems only with models. Or is there any special model-related brightness?

PS: MAy be we should split this tread?

Destructavator:

--- Quote from: Mattn on September 05, 2009, 05:39:46 pm ---can't you just export the texture without any light effects applied by blender?

--- End quote ---

Yes and no.  I understand what you're asking quite clearly, but with the way Blender works and renders the material textures, it would look like total shit, at least in this case.  Blender does have a "shadeless" option for special uses, but I've worked with Blender long enough to know that with the way this model is set up it is a bad idea, long story short.  (I could go into the long version, with examples and paragraph after paragraph, but don't want to waste the time right now.)

I haven't played 2.2.1 in a long time, but I'll download it and try this head model with that version and look at the difference.  As some in this forum have said, 2.2.1 arguably has a better default brightness with everything (models, maps, GUI, etc.) balanced better.

Migel:

--- Quote ---but with the way Blender works and renders the material textures...
--- End quote ---
I don't get it. Is this some kind of autoskin?

Destructavator:

--- Quote from: Migel on September 05, 2009, 07:11:08 pm ---I don't get it. Is this some kind of autoskin?

--- End quote ---

I'm not sure what an "autoskin" is - please forgive me, as I haven't done modeling for as long as most modelers have.

I will say that I've tried doing textures without lighting properties before in Blender, they come out awful, again long story short.  I also haven't tried other modeling programs, so I can't compare with how other software does textures.

Edit:  The way this model is set up it actually does it in several steps, because I start with a high-detail and high-poly model with various textures, and in the end it eventually gets mapped onto a low-poly model exported to MD2.

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