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[NEED HELP] Need modelling help.

#1
I'm currently in the progress of learning some blender and made a simple replacement model for the speed powerup.

This is how it should look with baked normals:
[Image: 3Pnt1e6.png]


This is how it looked as .obj till i figured out that .obj doensn't support normals. But there are some smooth vertex groups or something... can someone explain how to get that working?
[Image: lynSm9p.png]


And this is how it looks compiled as .md3. One could think that the normals are wrong. But the model is just fkd in general and no normals are actually visible:
[Image: EtcG0Ji.png]

This is how I managed to get textures working for .md3... only the first works tho:
[Image: pqF4pJK.png]


Another thing that come to mind is that the uv-maps seem a bit shifted. But how to fix that?
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#2
Ok after a bit of fiddling I realized that I forgot to compute lightmaps for the models and with them the md3 uses normalmaps. But one problem remains: The UVs are out of place. Could it be that the UVs in xon are represented with less prescision than in blender? I use 2k textures and wonder if I can tweak anything there?

[Image: 8gU2bTx.png]

But to make this useful in the future some resources for i used today...:
[MD3] HOW TO... export animated MD3 from Blender

Export Blender to MD3 with Texture
in this video theres a misinformation at least regarding xon: no custom properties with m3dshader needed... just rename the material youre using on the model like so:
[Image: xaNG6Kj.png]

Blender Export from 2.81 to MD3 Model Format
blender 2.8 md3 plugin
i made a mirror for that plugin in case the other dies
blender 2.8

noesis
"Noesis is a tool for previewing and converting between hundreds of model..."

how to use PBR textures in blender

Regarding ob models - the .mtl file explained:
https://en.wikipedia.org/wiki/Wavefront_.obj_file
But usually the textures the models use must be defines manually like so:
Code:
newmtl strafium
Ns 360.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/strafium
map_Ks textures/strafium_gloss
(map_Kd textures/strafium ... would be missing in the mtl file after converting)


Also no edit since im not bumping anyways and it's claner this way.
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#3
Thank you very much. I was looking for a tutorial on how to import something I mod myself !
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#4
oh wow i've been looking for something like this myself, been wanting to replace the quad powerup with something less dorky.
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