Texture lighting on player model problem...
by Kevin Bronakoski · in Artist Corner · 01/22/2003 (9:37 pm) · 3 replies
I use 3dsmax. All textures are png using SuperPNG plugin to save.
I have a player model with the head, eyes, and body as seperate texture files. I select and apply UVW mapping with a map channel 1 to the body, channel 2 to the head, and channel 3 to the eyes. I then select the appropriate part and apply the correct texture.
The model exports just fine but in-game only the texture in map channel 1 is affected by any dynamic lighting. The body gets nice highlites and shadows but the head and eyes stay a kinda dark version of the texture.
I want to be able to have seperate textures so players can mix-n-match to make their own "look".
Any help would be greatly appreciated!
Kevin
I have a player model with the head, eyes, and body as seperate texture files. I select and apply UVW mapping with a map channel 1 to the body, channel 2 to the head, and channel 3 to the eyes. I then select the appropriate part and apply the correct texture.
The model exports just fine but in-game only the texture in map channel 1 is affected by any dynamic lighting. The body gets nice highlites and shadows but the head and eyes stay a kinda dark version of the texture.
I want to be able to have seperate textures so players can mix-n-match to make their own "look".
Any help would be greatly appreciated!
Kevin
#2
Matt
01/23/2003 (10:19 am)
You should use a Multi Subobject Material for that kind of setup. You just have to make sure the polys are labeled with the right Material ID.Matt
#3
Took out the map channels and used a multi-sub object texture and it worked just fine.
Kevin
01/26/2003 (12:37 pm)
Thanks all!Took out the map channels and used a multi-sub object texture and it worked just fine.
Kevin
Associate Logan Foster
perPixel Studios
Logan