The only thing being modified are the 4 image maps for diffuse colour, normal tangent space, specular, and height/depth maps, no polygons are harmed in the process in any way. None of the work that makes this look like in game is done to the mesh Material definition files allow textures to consist of diffuse, bump and specular on brush materials The bumps on the chest and the legs scales are 3d coat normal and bump On even a small room, one misoptimized mesh or large texture can slag the FPS. Too much clicking, a nonstandard interface, its just wierd to me.īut I suffered through and can use it enough to do what I need. I have a thing called the doom material editor which helped with surface flags (translucent, mirror, two sided, etc.) but straight textures and mapping meshes is easyĪ lot can be done in 3d coat or another package with just the 4 image maps It has a 6 page step by step tutorial about exporting an animated mesh from LWīut you can model in something else and use either milkshape or lw to convertīut for anything other than an animated mesh, importing and mapping is really easy Models and animations are done in Lightwave by the developers but you can use other things and milkshape converts to and from md5 They have beautiful rendering in the game engine, they support normal, bump, and specularity maps I finally decided to give them a good look, choppy framerates and all I haven’t written about idtech in my game designer exploration for a very good reasonĪnd their games have always ground down the best consumer machines of the day of their release
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