11-18-2018, 11:35 AM
(11-17-2018, 04:20 PM)Random Talking Bush Wrote: Contrary to how the 3DS games were (an extra layer for the pupils with a secondary transparency mask), the game uses what are known as "Composite" textures for showing both the eyes and pupils, which consist of two separate textures occupying the same UV mapping set. There are two ways you could go about fixing that -- either make a copy the eyelid polygons and move them backward a bit, apply the pupil texture to those, then change the UVW XForm to tile the texture accordingly (U = 2.0 and V = 4.0, to match the canvas size for the eyelids), or change the eye material directly into a "Composite", layer the textures so the eyelid's on top and pupils are beneath, and make sure the texture tiling for the latter is set up accordingly (in this case, setting it to Offset -0.25 and -0.125, Tiling = 2.0 and 4.0 for U and V respectively). If you need me to explain it a bit better, I'll do what I can.
Thanks ! i'm going to try this at home.
I have another question (srry :p). Its about the pokemons with animated materials like charmander's flame and gastly's smoke etc...
is it possible to make it work with 3dsmax and export them in a game engine like unity/unreal ?
(i still don't know how to do it with the usum's models).
Thanks again ! Oh! Do you plan to export the follow/battle animations ?