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i made some changes which i dont know why i had to do so, but its at least looking nearly like it should and get you into the right direction. it hardly depends on a seamless uv_map for your model
I apreciate the assist because I really liked the pics of the effect. OK, so I've coppied this into an FX file and tried it through that. Now I have a completely black image, so I was thinking that it could be a fog related issue and added enablefog=false to the beginning of the technique. that improved the look by adding dark reds and greens to the extrema verticle surfaces.
By "seamless UV_map" does that mean that the UV for the model's verts has to be alligned so that it covers the entire surface as a single mesh? If so, how do you get around more complex objects that would be hard to unwrap into a single plane?
Just thinking out loud,
Specterdragon
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