To be honest, that's just a side effect of the exporter. For some reason my exports occasionally get that, and my best guess lies somewhere within the emissive map.
If you want it to load a custom norm/spec, I can easily export it to reference something else. As for the diffuse map, all you would have to do is preserve the file name.
It "clips" in the default pose only because that's the way I have the armor attached to the existing skeleton. It works fine ingame in the beta release with all the anims. As for the skin, just import the .dds in the beta and you're good to go.
I'll see what I can do regarding the leggings at least, along with adding back in some sleeves. Can't stand gloves though, hate trying to jury-rig them into existing skeletons.
...I went with the Blood Elf Ghost first. I didn't like certain sections having the "cloth" stuff, just seemed off. As such, I tried a work around with some extra model pieces I didn't use to try and make it look nice.
It's been awhile since I bothered to try and kitabash, let alone have the time to do so. This took about 2 hours, so don't kill me for any random mesh errors and/or texture fails that aren't marked. Also, I realize I fail at rendering.
If someone wants to volunteer to do texture work and/or fix my mesh fails, go ahead else I'll do it myself.
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@OvermindedZerg: Go
Click the Assets # under my name on the forums - or just search for it in the assets themselves.
I'll update the worgen to include a 3d Portrait and perhaps some custom sounds if my new video card gets here within the week ._."
@IskatuMesk: Go
To be honest, that's just a side effect of the exporter. For some reason my exports occasionally get that, and my best guess lies somewhere within the emissive map.
@IskatuMesk: Go
If you want it to load a custom norm/spec, I can easily export it to reference something else. As for the diffuse map, all you would have to do is preserve the file name.
@IskatuMesk: Go
It "clips" in the default pose only because that's the way I have the armor attached to the existing skeleton. It works fine ingame in the beta release with all the anims. As for the skin, just import the .dds in the beta and you're good to go.
I'll see what I can do regarding the leggings at least, along with adding back in some sleeves. Can't stand gloves though, hate trying to jury-rig them into existing skeletons.
@UltiDrgn: Go
...I went with the Blood Elf Ghost first. I didn't like certain sections having the "cloth" stuff, just seemed off. As such, I tried a work around with some extra model pieces I didn't use to try and make it look nice.
@KnifeSmile: Go
3ds Max.
Blood Elf Ghost or Draenei Medic?
Released v1.0 Beta (Still waiting on approval)
It's been awhile since I bothered to try and kitabash, let alone have the time to do so. This took about 2 hours, so don't kill me for any random mesh errors and/or texture fails that aren't marked. Also, I realize I fail at rendering.
If someone wants to volunteer to do texture work and/or fix my mesh fails, go ahead else I'll do it myself.