Hi !
I have no textures or shader is this normal ?
it's your gpu...i didn't put fallback techniques in the .material scripts. i'll do that.
seulement un peu de mon bricoler
]]>I have no textures or shader is this normal ?
]]>I don't know for blender ^^
]]>Did you try to export using the easy ogre exporter shader generation ?
I'm exporting from fragmotion 1.1. I know I should learn blender (I assume you are talking about blender? I don't have max) for rigging, but don't have much time at the moment. I like one pass shaders since they are fast.
I like Blender for uv editing and arranging low poly meshes, but the frustrating thing has always been exporter comparability issues. Everything is changing on an ongoing basis and I go ack!
2.xx only works with exporter build xx with python xx. I have 2.49, 2.59, and 2.65 on my machine, since some only work with certain scripts and plugins.
But blender is free so I won't complain.
As for shader generation, the one I'm using allows for all non dx11 channels (diffuse, spec, normal, alpha, with hardware skinning and two lights) with one pass and shader model 2, so I'll stick with that. It's posted to the ogre wiki.
I think this spaceman needs an oxygen tank and a smaller helmet.
-h
]]>http://ifam.net/openspace/betterspec/web/
i changed the shell type for the camera to a box (in the client file for the walkthrough navigation plugit), made it long, and stuck my spaceman mohawkguy to walk a bit in front of the camera.
]]>the face is shinny you should consider to add a specular map on the shader
there is a specular map channel (see the difference between the fabric part of the space suit and the other parts), i just am inexperienced with making one, although i think i can get away with baking one instead of painting one.
]]>something of a realtime 3d likeness of myself. 500k polys baked onto 1600 poly mesh...there are seam problems but if you get rid of the seams you have less efficiently used uv space, and i'm using a free app for baking (xnormal...i think maya does better but maybe i'm missing something) i couldn't get blender to bake normals correcly, the resulting map was faceted like the low poly mesh, oh well.
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