02-23-2016, 06:51 AM
Lurker here.
So, what's the general procedure to convert a .bch to a .dae usable in an engine?
As I can see, everything works out of the box with Ohana3DS, except for the Pokemon model texture UVs. The normal maps are however mapped correctly.
Is there a missing step somewhere that could save me from doing the UV mapping by hand?
For the record, I use Blender.
So, what's the general procedure to convert a .bch to a .dae usable in an engine?
As I can see, everything works out of the box with Ohana3DS, except for the Pokemon model texture UVs. The normal maps are however mapped correctly.
Is there a missing step somewhere that could save me from doing the UV mapping by hand?
For the record, I use Blender.