> Note that you have to add the uv_mapping keyword to the mesh itself and not
> the pigment; I'm not sure why this is, and it does seem contrary to what
> "3.5.7 UV Mapping" suggests. Maybe someone else can step in and explain
> this...
>
> - Slime
> [ http://www.slimeland.com/ ]
thanks for pointing this out to me! this works really well. GREAT!
have you got any idea of how to implement specular maps and shininess maps?
3DS materials can have both of them.
uwe
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