Triangulating the faces:
In edit mode, select all the faces (keyboard shortcut:A) and go to Mesh> Faces > Triangulate Faces
(or use the shortcut:Ctrl+T). This action will use the least amount of triangles possible.
Alternitively, Mesh > Faces > Poke Faces
, or Alt+P, is sometimes a more perffered outcome for later modelling as it adds a center vertex in each face which the command will fan-fill around. However, .MD2 likes as little polygons as possible.
Preprocessed Normals:
Under Shading / UVs > Normals
you can Flip Dirrection
(HotKey: W) and Recalculate
. You can also use the modifier: Normal Edit
to offset
, mix
, and switch between Radial
and Directional
Normals.
UV mapping:
In edit mode, change your selection to 'edge' with Ctrl+Tab >Edge
and click on all the outter seams with Shift+Alt+RMB and press Ctrl+E > Mark Seam
.
Open up a new view by clicking and dragging either the top right or bottom left grated triangle towards the center of the screen. On the new tab that opend, press the 3D cube button on the bottom left to change view to: UV/image Editor
. If you opened up too many, just click on the the triangle of the "top" one and drag it over the one you want to close.
Now, with Ctrl+Tab> Faces
, select all with A, press U > Unwrap
.
Texture Coordinates:
On the bar with the view select in the new tab, press the Island
UV selection and display mode and drag and seperate each face outside the "0:1 Space" or "gridded box". Now slect the Keep UV and Edit Mode Mesh Selection in Sync
button to the left of the UV mode selections and determine which UV island relates to your 3D object. This is especially useful when you have many identical faces that need different textures. Move and organize all the shapes back into the "0:1 Space" to a place where you can distinctly tell what portion of the 3D model each UV shape belongs. You can use the S key to "size" the UV maps in order to fit all the shapes back into the "0:1 Space".
Select all faces within the '0:1 Space', A, and find the tab labed UVs
on the bar with the view selection. Finanly, > Export UV Layout
and open the .png in photoshop to add and edit the texture coordinates.
There are a couple modifiers called UV Wrap
and UV Project
that may be what your after, but I never used these.
Exporting as MD2:
Edit: https://developer.tizen.org/community/tip-tech/scenejs-creating-and-importing-3d-animations-md2-format This guide will show you how to patch and install the MD2 file export plugin for Blender.
I hope this was what you needed.
Please offer any corrections or comments down below. This was alot of information and mistakes can be made.