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Old 09-10-10, 20:38   #41
-Trangel-
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a tutorial for you and others who want to know how to apply textures in meta
http://www.tombraiderforums.com/show...43#post4935343
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Old 10-10-10, 03:38   #42
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Quote:
Originally Posted by -Trangel- View Post
a tutorial for you and others who want to know how to apply textures in meta
http://www.tombraiderforums.com/show...43#post4935343
Aaaahhhh!! You're so fantastic! Thank you so much! You saved me from getting a bad bad headache lol. I'm not used to how meta's UV works, so thank you, that helped bunches

Aaand here's a preview of the new headmesh, I used the UV map in meta so I could kinda get an idea what it will look like. This is incredibly helpful. I also gave her new bangs sort of like my avatar, this time they're not double sided. I wanted to get shadows on them in-game, so I'm hoping they'll turn out nice. I'll start texturing this in strpix quite soon. For now I need a break though.

[IMG]http://i56.************/2qlts0x.jpg[/IMG]
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Old 10-10-10, 04:01   #43
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Very Nice.

But, what is up with the nose textures?
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Old 10-10-10, 04:37   #44
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it's the lighting in meta not the textures :[

It wont look so weird in game ^^
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Old 10-10-10, 04:46   #45
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I love it!
I like the bangs can't wait to see it textured!
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Old 10-10-10, 04:57   #46
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Quote:
Originally Posted by Horus-Goddess View Post
it's the lighting in meta not the textures :[

It wont look so weird in game ^^
Oh. OK. Then sorry for bringing it up, because it looks fantastic. I love your models. I want to see those bangs.
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Old 10-10-10, 06:27   #47
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Perfect faceee
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Old 10-10-10, 06:59   #48
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I love the Antarctica jacket! the original texture made by you is good! Dont forgot the pockets in front.
I would like to see her face like the one in your conceptart.
the face in your conceptart is more determined.
And I think her lips looks better in concept, because the lips ingame now looks like the one on left, and in your concept is looks like the one in right.


Anyway, cant wait for new face from you
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Old 10-10-10, 08:56   #49
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Quote:
Originally Posted by Horus-Goddess View Post
this time they're not double sided. I wanted to get shadows on them in-game,
When adjusting the normals manually by exporting the normals MQO mesh with EditWad, you can have better lighting on doublesided faces.

I agree with Po Yu on the mouth.
She now looks like she is in a bad mood instead of looking determined.
But hey! Things can still change and this is just a preview with UV mapped texturing in Meta.
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Old 10-10-10, 10:25   #50
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Quote:
Originally Posted by Titak View Post
When adjusting the normals manually by exporting the normals MQO mesh with EditWad, you can have better lighting on doublesided faces.
ditto

here's a pic (i don't want to spoil your personal topic, so i put just the url)
the hair, ponytail's last mesh and the backpack strands are all double sided polygons with normals fixed manually in EditWad by Sapper

btw i can't wait to see the head with all the textures, u created it in so little time o.o
i like this haircut a lot
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