> * First of all, what is the shader to be used? Is it OK to use the
> ligthing_default for the body, and ligthing_default_binalpha for the
> skirt + hairs? Another way to ask it: is it OK to provide diffuse +
> specular + normal maps, or are there other maps that are more desired?

I let Frank answer this one.

> * Once rendered in CS, the colors of the mesh appear a little
> gloomy/depressive. How can we improve that? Is it to be handled by the
> shaders, by the lights, by the colors of the texture?

Same

> * Is 14 000/15 000 triangles OK for a highly detailed model? Do you
> prefer a model that can run on many hardware, or a model as nice as
> possible (personally, I prefer the second choice)?

That number is a bit on the high side but maybe it will work. I would
first have to try it out to see that. But try to avoid getting higher then this.


> * What are the best sizes for the textures: 1024x1024 for the main body?
> 2048x2048? 512x512 for the normals and specular maps?

Perhaps 1024x1024 for main body.

> * What do we do with the skirt and hairs that are separated meshes and
> are not exported properly by b2cs? Do we have to join them with the
> body? Do we have to pack the textures of the main body and skirt + hairs
> on the same texture? In that case, how do we handle the alpha map (only
> skirt + hairs need it)? Otherwise, is it possible to display a mesh with
> two textures and two shaders, or a hierarchy of meshes?

Not sure how this should be handled. I think animesh supports this but
b2cs not yet. Pablo will probably be able to answer this better.

But good work in any case!

Greetings,


-- 
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
https://sourceforge.net/donate/index.php?group_id=649
Personal page: http://users.telenet.be/jorritTyberghein/

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