prowokator
Regular

I ran to this problem for the first time:
I modelled a helmet and started texturing. After a while I wanted to check how it looks ingame. When I exported it from 3ds Max I triangulated it at that point (has worked fine before). I imported it to BRFEdit, added the texture, made a material. Everything looks fine (well except the texture isn't yet finished).
But here is how it looks ingame:
The mesh is twisted in weird way, although it looked fine in every step before.
Could this be becouse the stud's mesh overlaps with the helmet's facepiece mesh? Any ideas/solutions? That spot on both sides of the helmet has the same problem.. I don't think it is becouse of the overlapping meshes as it works fine in other areas of the helmet.
EDIT: The reason for the mesh to deform ingame was the players head. Depending on how the character looks like, the helmet model is deformed to "fit better" or something - and this made the face grid get deformed. Only solution to the problem I found was to modify the helmet model so that the face grid is further away from the characters face so that the deformation isn't so strong and obvious.
If anyone comes up with an idea how to make a helmet model not to be affected by the head meshe's deformations, post a reply. Thanks.
I modelled a helmet and started texturing. After a while I wanted to check how it looks ingame. When I exported it from 3ds Max I triangulated it at that point (has worked fine before). I imported it to BRFEdit, added the texture, made a material. Everything looks fine (well except the texture isn't yet finished).
But here is how it looks ingame:
Could this be becouse the stud's mesh overlaps with the helmet's facepiece mesh? Any ideas/solutions? That spot on both sides of the helmet has the same problem.. I don't think it is becouse of the overlapping meshes as it works fine in other areas of the helmet.
EDIT: The reason for the mesh to deform ingame was the players head. Depending on how the character looks like, the helmet model is deformed to "fit better" or something - and this made the face grid get deformed. Only solution to the problem I found was to modify the helmet model so that the face grid is further away from the characters face so that the deformation isn't so strong and obvious.
If anyone comes up with an idea how to make a helmet model not to be affected by the head meshe's deformations, post a reply. Thanks.







