I just updated to Blender's newest fbx exporter and I think it has options to export tangents, But there still isn't anything in there to export custom normals. I do believe though that with 2.7 they did add an FBX importer that can import custom normals.
Clean bake! I dont know if 30k is too much though..i get these is a ton of pips and round things and poly counts are higher these days. But i feel like 20/25k would be better? Can we see wires? please <3
It can do 100% self illum and others. But the way we manipulate the camera and the overall speed on a 250 tri mesh with 512px texture is not really good to work with in production. Same for the rotation tool, the Kuler tool and the brush size tool... Ideas are good but integration are not.
Hi guys :) Is there a way to make vertex color linear gradient on splines (renderable) fast and easy? I need exactly 0 on spline start, and 255 on spline end. Maybe there's some techniques or script for that?
Thanks Teddy for the fast reply. appreciated Some people need to read the thread a lil bit better before asking the same questions over and over. @ shinobix look at post 227
not positive but i think if you up the samples(default is 256, try 512) in the ... option box beside the word ambient occlusion, that should help, granted it will take near twice as long.
Nice design, I hope you can manage to fit it into Lod1 limit which is 250. One suggestion might be getting ride of the holes and make the handle more of a straight bar.
Also, test test test test, with simple geometry and smaller render sizes (256 or 512) so the tests go fast. That's probably the best way to learn. And post images of the problems.
It makes no sense in adding it to WIP shots, and even on your final shots I'd keep it to a minimum. Plus, if your maps are 512 and 256 they're definitely not full size in those pictures.