I’ve been wanting to do this for a long while and I think it’s about time. I’ll be making a realtime model of Dave Bowman in a space suit, from 2001 a Space Odyssey. Anyway, my reference images so far: (I’ll go in and get some hd screens when I do the detail work.)
Encountered quite a glitch in the game engine.
I have the material set to Ztransp because of the straps, which use an Alpha map to save on polys. But when I use the model in the game engine, certain parts of the mesh appear like their “Xrayed” and ahead of objects closer to the camera. When I turn off Ztransp, it’s fine.
Can anyone tell me what’s causing this?
Got the problem sorted out, but it wasn’t an additional texture, just an alpha channel on a PNG file.
Anyway, here’s a texture sheet. If I get a chance tomorrow, I’ll start rigging him.
From top left to bottom right: Color, Normal, Spec, AO Bake.