@Eric Chadwick thanks! i agree about the leg, i edited my last post. not sure what to do about the vest, really havent had a clear idea of the material, just thought about some generic syntethic material. i also think the shapes of the pillows should be more uniform. anyway thanks for the feedback!
Yeah, what Eric says. Most games that have decal bullet textures have a material flag for every object to define what surface type it is, and the relevant effect (and sound) is used. Some games even have a map so you can define multiple surface types per object, but that is a bit less common.
*wiping dust here with little updates* there is 3 artowrk i submit for ti5 merchandise section, 2 of them i had to find artist for collab to cut some time. :3 this one is with machinata this is my own original 1st edition here: http://agito666.deviantart.com/art/460-Heaven-and-Hell-390854392 this one is with Eric
I think something I did in the rendering caused that weird pinching in the corner, I was doing your cube method until I saw Eric mention that the reflect/refract adds the angular distortion. I was sleepy so I might have mashed methods together, I will try some more experiments this weekend!
Thanks guys, also @Eric Chadwick sorry, I didn't understood the question. I just realized I have another question: does my old workflow for normal maps using 3ds max still applies, meaning smoothing groups still have to match UV shells? Or baking technology advanced and that's not a thing anymore?
I've never really seen folder structures and naming conventions have to be enforced - you just have to let your team know what they have to do. Having Eric Chadwick on your team helps, the wikis in most studios were made when wikis where the hot new thing, maintained for 2 weeks and then abandoned.
These are for a Unity game. I wouldn't say our specs are super low. I read through the thread Eric posted. Got some good stuff out of that. I'm probably just over-thinking things. I know the extra triangles won't make much difference. I was just curious is all. Thanks guys.
Thanks Eric. I will remember that. I was tweaking the cage in the 3D viewer without any luck, though the ray distance calculater cleared it almost completely up. I should've remembered that, though I am still trying to visualize how that reflection get casts the way it does. Thanks Joopson, it's within reason now.
Yeah i”ve seen this. I didn’t spend much time looking for a full explanation and solution (though I think Eric’s thinking is probably pretty sound), I think I just scaled from a tiny number like 0.001 instead of 0 and disabled the mesh renderer until the first frame of the anim
Unfortunately, there really isn't very much available on the topic of shaders in 3ds Max. Almost everything is in that thread that Eric posted. I had to learn most of what I know by trial and error and by sending emails directly to Autodesk. The example shaders that ship with Max also help, but overall it's kinda…