01-06-2018, 09:52 PM
(This post was last modified: 01-08-2018, 09:19 AM by Friedslick6.)
- The model is huge. Importing it into Blender with default unit scale, I thought that the model was invisible until I rotated the camera and discovered Kazooie's feet.
A unit scale of 0.01 seems more appropriate, though it's up to you (and maybe the game uses a specific model-to-environment scale like Crash Bandicoot which you could calculate.)
- The 'vert' texture precaution is interesting. Which programs cannot render vertex colours correctly without a diffuse channel?
Anyway, that texture is 32x32 when it could be 1x1.
- Materials with alpha channels were improperly configured.
- 32 vertices were doubled and can be removed.
- The model has an incorrect transform of:Which should be:Code:
1 0 0 0 0 -1.62921e-7 -1 0 0 1 -1.62921e-7 0 0 0 0 1
Code:1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1
- The model's up axis should be set to 'Y_UP'
- The model is missing texture-UV fallback bindings.
- The model is missing bones and weights, but that's not your fault. Hopefully that data can be exported in the future.
- I would recommend lambert over phong shading, since you don't need to include values like 'specular' or 'shininess'.
- I would recommend the following texture name changes:
- 'shorts_front' to 'shorts_crotch'
- 'shorts1' to 'shorts_legs'
- 'belt' to 'belt_buckle'
- 'image_0004' to 'belt_back'
- 'upper_shorts' to 'belt_front'
- 'shorts_front' to 'shorts_crotch'
- I would also recommend ordering the materials alphabetically.
- Manual modifications are necessary. Specifically:
- During import, in the 'Import COLLADA' menu, in the 'Import Data Options' section, select 'Import Units'
- After import, in the 'Properties' editor:
- In the 'Material' tab, for each material:
- In the 'Shading' section, select 'Shadeless'
- In the 'Options' section, select 'Vertex Color Paint'
- In the 'Shading' section, select 'Shadeless'
- In the Texture tab:
- For each texture, in the 'Influence' section, set the Blend mode to 'Multiply'
- For the 'banjo_eye' and 'kazooie_eye' textures, in the 'Image Mapping' section, from the 'Extension' drop-down list, select 'Extend'
- For the 'kazooie_wing' and 'belt' textures, in the 'Influence' section, enable 'Alpha'
- For each texture, in the 'Influence' section, set the Blend mode to 'Multiply'
- In the 'Material' tab, for each material:
- During import, in the 'Import COLLADA' menu, in the 'Import Data Options' section, select 'Import Units'
No credit is necessary.