|
D/L's and Links Morrowind Max Base Animation Files
| We need to add textures before we Physique our mesh. We'd like our texture to deform nice and evenly with the mesh. So let's add our UVW Modifier to the stack.
Now that we have uvw coordinates associated with our mesh. We'll define how it fits our mesh. In this case I'm going to use a cylindrical mapping and click Fit so that it fits snugly to the mesh.
Let's choose our Material that we'll want to see in the game. You can hit M for the material editor or use the tool bar to bring it up and then select our TES shader.
Once that's selected, now is a good time to set the Specular level to black to get rid of any blue tinge we might end up in the game with. Next to the word Diffuse there's a small gray square, click that so we can add our texture to the material list.
I'm going to choose a very dark image here just for illustration sake when we export it to the game it should become very apparent that this is our new mesh, normally I would choose a texture to match the character. Once the texture is chosen, I will click on the material in the Material editor and drag that texture and then drop it upon the mesh. Great! It doesn't look different at all. Well, a TES shader won't show up in Max but it sure will in the game, so, let's get the final part of our texturing out of the way, click the up looking arrow, so we can add a bump map. This gives more texture to our new 'skin'. Scroll down till you see the Maps tab and click, hold and drag your texture image name which you will see over to the bump channel.
|
|
Send mail to
webmaster@bear371.com with
questions or comments about this web site.
|