I already posted my submission here once awhile back and made changes, but it's definitely worth getting more feedback before I submit. That said, here it is.
Tons better. I'd "Conform the Normals" against a proxy mesh of the fur polygons.
There's a better visual explanation here in this tutorial. Specifically look at the section where he uses a mesh to conform the normals of the hair planes to the normals of the mesh.
Oh yeah, def going to fix that armor alignment also I see some of the armor is going into the arm. I'll fix that too.. and as far as the other part about fur, I'm guessing that will help give the shadows created by the fur a more uniform look? not sure what you mean
that is what I thought, thanks. will definately be applying that, I thought the shadow was too harsh as well just didn't know you could actually adjust that problem, thanks!
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There's a better visual explanation here in this tutorial. Specifically look at the section where he uses a mesh to conform the normals of the hair planes to the normals of the mesh.
Step 14 - Transfer Vertex Normal
http://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/
Also, clean up the lines and curves that your armor makes. It looks wobbly.
I use 3ds max, what do you think about using this script for transfering vertex normals? http://www.scriptspot.com/3ds-max/scripts/normal-thief
The affected areas weren't just the arm