Thanks for the advice. Unfortunately there's no BSP in Phyre :( but I found some example assets to play around with, will try and pull a scale off them. I'll give the export settings a go too, like the idea of handling scale on export. Cheers Eric.
The spacebar trick is cool but still a little bit weird for repetitive tasks. But it does the trick i guess... but the the ref coord system - constant is the closest match as far as it goes manipulating vertexes along one unique axis! Thanks a lot Eric!
Pixelatedkiwi - great paintover! It echoes this chunk of amazing feedback I got from Eric Browning, World of Warcraft's Lead Prop Artist: That's only the relevant bit, haha. The rest is in my old thread, along with the paintover he gave me.
Hey Eric is there any way to rename the thread of how you model them shapes to something like "How do i model this ? PLEASE LOOK AT THIS THREAD BEFORE ASKING" . might help with the appearence of threads that could simply use google
Eric Chadwick, Thank you for the links, but I already tried this methods but got not really good result and not sure that it is right way. my texture resolution for atlas was 2048x2048 Here is what I got: Here is what i want to achieve:
Nice results Eric.. I've been struggling a bit with Realtime GI (and even baked lighting in Unity 5) so that's useful. Can I just ask did you use a 3rd party asset to give the ies light effect?
Sorry about that. Here are some more details @eric It seems my solution would be to select Adaptive Subdivision Sampler rather than Adaptive DMC with a max subdiv level of 3/4. Would that be correct? Flower Setup Fish Setup
Hey Zac, Thanks for the info. Eric, That's great info. I think I'll go through some of those tut's. After which I'll take a shot. If I get stuck I'll post my progress. Thanks for your input
Thanks Eric, I think the problem came from the fact that not all meshes had edited normals. I always do a reset xform and I only use edit poly. And of course detaching an object always reset the normals... that sucks.
If you are not limited to the vanilla shaders , ddo can export to marmosets skyshop inside unity. If you have to use the built in shaders, i would do what Swizzle said but using the bumped reflective shader with a blured cube map. /eric