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Advanced Model Texture Management

Started by October 27, 2000 11:27 PM
1 comment, last by Hairu 24 years ago
I''m fresh out of ideas on developing an organized way of texturing Hi Res models. It would be impossible to hand code TexCoords for every vertex in models that reach 500-100 vertices. However, i''m lost trying to find a way to have one texture file for each model in my game. Quake skins do this, but I''m not sure how. Is there a 3rd program that reads a model and creates the "blank" skin for later painting, or how can something like this be done? I''d appreciate any responses on any of my dilema''s, and Thanks ahead of time! http://www.animerave.com
the normal method is
u have to map out the coords yourself, with the help of the modelling program (yes it takes quite a while) goto planetquake.com/polycount theres some links there to various tutorials on the subject

http://members.xoom.com/myBollux
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Try going to anim8or.com for it and check out the program and the tutorial on custom textures--ot allows you to use one texture for one side of a model and will export to *.3ds and *.c format so you can just use 3d exploration to convert it to whatever format you want.

Hope that helps!



Open mouth, insert foot

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