Mesh_BaldEagleLowPoly
Mesh_BaldEagleMiddlePoly
Mesh_BaldEagleHighPoly
Mesh_BaldEagleSuperHighPoly
Mesh_BaldEagleSuperHighPoly2
Mesh_BaldEagleSuperHighPolyMorpher
Mesh_BaldEagleSuperHighPoly2Morpher
Mesh_BaldEagleSuperHighPoly2MultiUV
Mesh_BaldEagleSuperHighPolyMultiUV
Mesh_BaldEagleSuperHighPolyMorpherMultiUV
Mesh_BaldEagleSuperHighPoly2MorpherMultiUV
I will explain these differences.
The number of vertices of the mesh is different for the first five meshes.
The number of vertices will increase in the following order.
Mesh_BaldEagleLowPoly
Mesh_BaldEagleMiddlePoly
Mesh_BaldEagleHighPoly
Mesh_BaldEagleSuperHighPoly
Mesh_BaldEagleSuperHighPoly2
Mesh_BaldEagleLowPoly
Mesh_BaldEagleMiddlePoly
Mesh_BaldEagleHighPoly
Mesh_BaldEagleSuperHighPoly
Mesh_BaldEagleSuperHighPoly2
Mesh_BaldEagleSuperHighPoly and Mesh_BaldEagleSuperHighPoly2 are all feathers modeled.
About these, there are morph targeted meshes.
That is the mesh with the name morph.
There are six types of morph targets "head, leg, wing, body, back, random".
Next, I will explain the mesh with the name "MultiUV".
The first UV coordinate is for expressing the base color.
The second UV coordinate is a non-overlapping coordinate to give random color fluctuation to the whole.
UV coordinates of the second map.
Mesh_BaldEagleSuperHighPoly2Morpher
Mesh_BaldEagleSuperHighPoly2MorpherMultiUV
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