Game Development Reference
smooth shaded mesh. In the next chapter we will look at how we can
create, load and use textures on our characters.
Most readers who will come at real-time 3D from a coder's perspective
will find the content of this chapter provides an insight into the skills of the
artists who create the meshes that their code transforms and renders.
Hopefully you found the techniques interesting and are encouraged to
create your own meshes. The techniques described, although exclusively
from the Lightwave perspective, can be applied to other modelling
packages that focus on polygonal modelling.