Hello all,
as of late i've been making a lot of player models in the hopes of exporting to a game.. and had seen the b3d export for lightwave. well.. one dosen't download.. and the otherone works.. kinda-sorta.. animations come through great.. however.. the UV that i have on my model is all distorted. espechally around each connecting point of it's limb where i moved it to another section of the texturemap.. the texturing is particularly bad around the hands.. where the 'top' and 'bottom' hand UV are apparent.. at first i thought I was just using too many UV's.. so after reducing it down to one 512x512 PNG file.. i still had a messy model.. i used the serious sam tutorial in skinning the model off of newteks web-site..
the question is... any ideas on how to have discontinious UV's and still retain the bone animation in the b3d file?
as of late i've been making a lot of player models in the hopes of exporting to a game.. and had seen the b3d export for lightwave. well.. one dosen't download.. and the otherone works.. kinda-sorta.. animations come through great.. however.. the UV that i have on my model is all distorted. espechally around each connecting point of it's limb where i moved it to another section of the texturemap.. the texturing is particularly bad around the hands.. where the 'top' and 'bottom' hand UV are apparent.. at first i thought I was just using too many UV's.. so after reducing it down to one 512x512 PNG file.. i still had a messy model.. i used the serious sam tutorial in skinning the model off of newteks web-site..
the question is... any ideas on how to have discontinious UV's and still retain the bone animation in the b3d file?