I've created a couple of objects in a 3D modeller (RealSoft3D) and imported to Blitz. I've found that the normals seem interpolated. That is, if I create a Cube in Blitz with create cube and apply a sphereMapped material, each face is uniformly coloured, but if I import a Cube I created as a 3DS object, the faces show detail from the texture. By using Update Normals on a created Cube, I get the same result, the faces having graduated normals at each point instead of all pointing in the same direction, or however this thing works.
What I'd like to be able is the backwards of Update Normals. Can I take a .3ds mesh and have the normals changed so each face is uniformly textured in the same texture colour instead of showing the texture's details?
In the likely event I've just confused you, here's a pic to illustrate...
[img http:\\www.littleinkpot.co.uk\normalsexample.gif]
I get the bottom type effect on imported .3ds models. Can I do something to get the top effect?
What I'd like to be able is the backwards of Update Normals. Can I take a .3ds mesh and have the normals changed so each face is uniformly textured in the same texture colour instead of showing the texture's details?
In the likely event I've just confused you, here's a pic to illustrate...
[img http:\\www.littleinkpot.co.uk\normalsexample.gif]
I get the bottom type effect on imported .3ds models. Can I do something to get the top effect?