So, does vertex position have to be in same place in both meshes?
Basilisk (2)
Re: Basilisk (2)
What gavlig said. Add more loops for a smoother deformation. Dual quaternion skinning will also help keep volume at joints, but I don't know if blender supports it in the viewport.
Re: Basilisk (2)
Cupside: sorry, didn't see that last message. Yes, vertices on joints between meshes should be duplicated for each mesh(like one loop should be present in both parts).
Re: Basilisk (2)
Hi everybody,
Long time since I posted here. I have read Gavlig and Kharnov emails, and I will reply here so you are able to see progress of Basilisk. I put on DB what I have atm.
https://www.dropbox.com/sh/hvv6jzgy9rcv1st/0lcdUpfPNT
I also uploaded model and textures, that way you can check it at UV engine.
https://www.dropbox.com/s/jzms83ygudtjzh3/Basilisk15.7z
I hope you had good Eastern holidays.
Re: Basilisk (2)
Sweet! I like what you have so far.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
Re: Basilisk (2)
Looks great. What do you have left to do with it?
Re: Basilisk (2)
I would like to watch model in UV engine, because last time textures change a lot between xoliul shader and UV shader, so I don't know if specular and diffuse are too strong or weak. I need to improve diffuse in some areas, for example in head, teeth... I'm trying to fix some things that I don't like to much...
Re: Basilisk (2)
I modified textures , mainly spec map to avoid seams on scratchs and some little retouch of diffuse map.
Re: Basilisk (2)
So, could someone attempt the import to Unvanquished?
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction