Meshwork - Texturing a character help!

Frank C.
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Post: #7
Quote:Originally posted by nickdabner
I also looked at Wings3D, but couldn't see support for 3DMF, so left it.

You'd have to use some intermediate format that both wings and meshwork can import/export - They both support 3DS, PovRay and VRML - IIRC.

Quote:Originally posted by nickdabner
I think the method to use two textures or more is probably the best way to go. Hopefully there will not be a speed hit.

Two textures will usually be slower than one, but it shouldn't matter too much for simple scenes.

Quote:Originally posted by nickdabner
On the point of doing things backwards, I dont really know how that would work. Same with the Quake modelling, as I dont think there is a straightforward way to "flatten" or unroll a model.

There really isn't a straightforward way to do UV mapping - some apps can help a great deal with the initial unwrapping of a mesh, but you really just have to get in there and move verts by hand - it will often take longer than creating the mesh.

Quote:Originally posted by nickdabner
BTW, using a 512 x 256 16 bit texture. Would most people use something similar for 3rd person characters?

Should be fine - 512x512 and 256x256 are pretty common sizes, some newer games use 1024x1024 but that's usually overkill IMO.
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Messages In This Thread
Meshwork - Texturing a character help! - nickdabner - Aug 4, 2003, 03:03 AM
Meshwork - Texturing a character help! - Frank C. - Aug 4, 2003, 11:33 AM
Meshwork - Texturing a character help! - nickdabner - Aug 4, 2003, 04:10 PM
Meshwork - Texturing a character help! - Frank C. - Aug 4, 2003 09:54 PM
Meshwork - Texturing a character help! - nickdabner - Aug 11, 2003, 04:34 PM
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