UV layout can be saved as "UV atlas" for painting skin in external application Normal/Bump map and Ambient Occlusion maps can be rendered for a given UV layout.Īpplication is Shareware with 14 days free fully-featuring trial license available. UV Mapping includes planar projection and unwrap methods. The modeling toolset is kinda poor, but has most of commonly used tools to create a low-poly models with the reasonable and well-controlled polycount. Only one active animation playback at a time (multiple animations can be loaded and binded to scene, whilst only one is played at a time). Model rigging and animation testing includes bonesweight Paint/Reflect/Copy/Smooth tools, Inverse kinematics for posing, and animating of skeleton and binded rigged meshes. Rendering core includes a set of common-purpose shaders with a heavy set of configurable options for a varity of scenarios you need. Also, one "morph state" is available (but not used in DAE import/export), since it's reserved for "Damaged/Deformed" mesh state condition. The mesh core of the application supports upto 4 UV channels per vertex, upto 4 bone weights per vertex, tangents for bump-mapping, two per-vertex color slots. It was recently equipped with Collada DAE import/export plugin and a Biovision BVH animation load/save feature, so in general it could be used for creating your own meshes for SecondLife. I would like to introduce you a "yet another" digital asset creation suit: ZModeler3.
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