by tsrajesh » Tue Jun 21, 2011 5:11 pm
Thank you for your responses..
I have a few more observations after i made the tutorial.. Wanted to jot it down here..
- MH Nightly build has some material mess-ups (Jaw is invisible, Head scalp has mouth texture etc..), but the release MH (1.0 alpha 6) didn't have those problems. The reason i still use Nightly is.. Hair mesh. Curves / Particle is out for game. Only mesh. The mesh type in Alpha release doesn't lend itself to reduction easily.
- Hair mesh is fairly high poly too, and has to be made low poly before using with the game.
- The decimator modifier in Blender 2.5 messes up the UV map.. and I have to do a re-UV-Unwrap on similar seams to retain the texture.
- The Poly Reducer in Blender 2.49 works fine for the hair mesh without messing up the UV map.
- I get good results even after reducing the poly count to 1/10th. In normal meshes this would make the object practically unusable. But for this hair mesh, as we use alpha transparency, this was fine.
- Yet to find out if i can rig the hair mesh properly without messing up the character rig.