Yeah Fresnel is the option that is going to allow you to edge the glancing angle effects, the defaults are setup to be physically accurate for most cases. The clear coat may help depending on what you are making.
actualy i'm using maya's viewport 2.0 for this and so far everything has been silky smooth framerate wise. default viewport is unusuable though. Thanks for the input though. i'll look into it.
So, I've deleted the lighting in this particular room and started with the default settings of the Point Light. The floor is having a similar issue but harder to see with darker colors. The walls are no longer a problem. That I've noticed.
Perhaps to keep the silhouette similar to default Pugna, you can extend some of the crown spikes to look more horn-like. Without his horns he looks a little dumpy and dwarfish
the default Extend command in Modo is awful imo. There is Seneca's script which makes it into a proper tool. It's called Bevelittle. Also there's a script which makes it work like Maya - @y_extrude.py. Google them.
Hello again! this is what the ID map looks like when it's on the model in 3DO. when I place a material over the ID those white parts are still showing through (But in the default gray)
No. I just changed some of the default options in his panel. There's probably a way to change it though, if you play with the code some. Did you want Face sub-object mode instead?
You'll want to at least grind until you can get the DLT-19 gun. It's so much better than the default blaster. Also agree the flying controls on mouse/keyboard are crap.
It's present in the Show Manipulator Tool whenever you preform an Extrude. If off to the side of the tool you get Thickness, Offset & Divisions then you're able to LMB drag those options. Should be on by default
thanks alot thomasp, works a charm , I just assumed things were set up to do this by default. Nearly done with my character now, just gotta do the head and belt.