Thanks guys. Already checked those threads out. I can make a hole in the model....the thing I'm having trouble with is the amount of intersecting edge loops which interfere with the symmetry of the circle created. There are 2 hard surface edges which run right through the hole and continue down the frame....which is making…
hmm seems like you chose the most reflective surface lit in studio like environment and u guessed it right not much diffuse info :D. I think ur Spec reads more as Galvanised Metal (which is good) so use this as ur diffuse and play with Levels in PS to darken the values for specular. See if this works.
Thx Stockwell :D Instead of a horse alien thing, I will put a human in the scene. Next Update ... I made a backpack for him, I know there are no belts, but I make there later direct on top of the alien suit. I try to think like a little child and put random stickers and color on the surface. What are you thinking?
Also, one more thing. When I'm modeling with triangles, is there a quick way to create them? The create tool obviously goes wild in perspective view when there's no 'live' surface to draw on, unless I'm doing something wrong. Currently I'm shift-extruding an edge then collapsing or target welding which works but it's a…
Hey, I am not entirely sure what: atten = step( atten, _LightCutoff ); means, I am very new with Unity shadering :) So I'm assuming you mean that it chanes the way the light behaves on the surface...? atten = attenuation? What does step do/mean? and the _LightCutoff would that just be a float var? Thanks again :)
Some of the fine details (golden lines on your armor) don't look so great. WoW doesn't really do hairline details- chunky shapes are where it's at. Also, it looks like the larger forms of the skull and planes of the armor are being ignored in favor of surface details. JadeEye's right, baking out a lighting map would help.
Best reason to use FBX: explicit normals support. Look mom, no normals map! This is just a chamfered cube using explicit normals to flatten the main surfaces. Even without manually changing your vertex normals, it's nice to be able to use the normals that MAX assigns to the mesh instead of the normals improvised by UE3 (as…
I guess it is kinda hard to see what I am talking about without looking at the model itself. So I will try to explain it the best I can. The areas that I am pointing out seem to have the normal's from the adjacent surface overwriting their own. I am baking this down from a high poly.
@Justo The main benefit of realtime raytracing tech for prop/character creation is increased performance when baking textures (good if you're baking lots of 8k or 16k maps), as well as when painting in 3D apps like Substance Painter or 3D-Coat (these apps project the paint to the surface via many raycasts after all).
I think the idea is it's used for baking or concepting. Good thing about retopo of item like this is that it's symmetrical 4 ways, so you only need to build 1/4 of it, then you can duplicate and rotate. I heard the new zremesher makes good work of hard surface retopo, though i haven't tried myself.