| Martyste Tendertail | And besides most of the detail is in the texture that would need a big overhaul |
| Mr.Rubinshtein | i see |
| Mr.Rubinshtein | i need also to figure out how to import back the models into the game if it is possible |
| Mr.Rubinshtein | and try to replace textures |
| Martyste Tendertail | I think Adrien will soon figure it out |
| Mr.Rubinshtein | but i am afraid of one thing |
| Mr.Rubinshtein | and it is baking |
| Mr.Rubinshtein | like the stuff in game is already baked like lighting e.t.c. |
| Martyste Tendertail | If you ever want to test a texture without changing a model, it is fast to do so from the Gamecube Emulator |
| Mr.Rubinshtein | mhm |
| Martyste Tendertail | Yeah it's true, the vertex coloring wasn't done by hand mostly |
| Mr.Rubinshtein | i mean like it may look odd in game cause its not baked |
| Martyste Tendertail | I hope there's a way in Blender 2.8 to bake real-time light sources to vertex color, that would make it so simple |
| Mr.Rubinshtein | original engine would be really handy here but oh well :/ |
| Mr.Rubinshtein | ye well the problem is how other stuff will cooperate with imported models |
| Mr.Rubinshtein | like new stuff will blend out i think |
| Martyste Tendertail | Well, what you can plan to do is make higher poly environments ( sometimes just a simple subdivide or smooth would do! To avoid touching the collision ), so that baking your lighting to vertex colors will appear more precise due to the increase in vertices |
| Martyste Tendertail | But don't worry about things blending in and out yet. |
| Mr.Rubinshtein | i mean those last 2 models i did from scratch and tried to replicate old models as close as possible |
| Mr.Rubinshtein | which means i kind of already touched the topology and unwrapped UV |