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Showing content with the highest reputation on 11/10/2020 in Posts

  1. 1 point
    The game will default to angle 1 if the angle it was otherwise told would result in camera clipping. This may be down to how your characters are positioned when the scene is triggered.
  2. 0 points
    Absolutely! First, you'll want to UV unwrap the head. I recommend watching this tutorial, it is for Blender but the underlying principles will apply for any 3D software. Once you have your UV layout nice and flat, you can start the texturing process. There are a few ways to go about this. You can either use real photographs of human faces and manipulate them to fit your UV layout. It's the kind of process that was used a lot for low-poly models from older generations of video games. You can also paint the textures by hand, which is my preferred way. It's not as daunting as it sounds, but I do recommend some sort of graphics tablet to make your life easier. I heavily recommend Substance Painter for this part, you can get it with a 30-days trial here. This software allows you to drag and drop pre-made materials and blend them together using masks. There are a lot of nice tutorials on Youtube for that. For 100% hand-painted textures, 3D-Coat is a nice alternative. I also recommend making a high-poly version of your model even if it's just the low-poly subdivided a few times, as long as it has the same proportions as the low-poly one. The high-poly will allow you to bake mesh maps such as the normal map, AO map, curvature map, etc. directly in Substance. KoTOR only uses diffuse maps (and technically normal maps, too) but you'll be able to overlay the details of the mesh maps on top of your layers in Substance. Alternatively, I've been playing around with SoMuchDiffuse, which is a plug-in material for Substance painter that directly integrates the detail from the mesh maps in a colour map, perfect for games like KoTOR or Dota, which it was developed for. It's not free however, but it only goes for USD25.