Maybe I am wrong, but spec maps define how reflective a model is.
By grey scale. So I just used the diffuse texture and turned the hue to 0.
Hey Codemaster, I've just been getting into 3d modelling recently (for headgear/clothes creation in CK3) and I'm curious if most of the steps still apply for CK3 or if you know of any major differences? The animations don't concern me much,but I'm curious if I need to keep the armature or rig/skeleton from say a ck3 vanilla headgear mesh as I make my own around it ? And would that issue with the y/z coordinates affect any import/exports that I make with the io_pdx_exporter/importer too? Any insight would be appreciated a blender apprentice hereYes! Though the plugin use is slightly different
Hey! Sorry it took me a while to see this.Hey Codemaster, I've just been getting into 3d modelling recently (for headgear/clothes creation in CK3) and I'm curious if most of the steps still apply for CK3 or if you know of any major differences? The animations don't concern me much,but I'm curious if I need to keep the armature or rig/skeleton from say a ck3 vanilla headgear mesh as I make my own around it ? And would that issue with the y/z coordinates affect any import/exports that I make with the io_pdx_exporter/importer too? Any insight would be appreciated a blender apprentice here
‘latin-1' codec can't encode characters in position 0-1: ordinal not in range(256)
View attachment 1012294View attachment 1012293
Excuse me about the skeleton, how to export it, what are the requirements for exporting, animation can only be exported through the skeletonThis means you can only use "Latin" characters for naming things like meshes, materials etc.
Try for example, renaming to use only English language character set. (I should make that error message more helpful)