Looking for examples of anisotropy maps for complex surfaces, like the kind of shine across a black horse in the sun, how the specular bends across its back. I suspect a flow map would work fine for this, depending on the renderer. I've done a bunch of searches, can't seem to find any examples though.
Changed the blade similar to what Darkleopard was suggesting. I still wanted it to counter the bottom handle, so I made it curve the other way. Decided to mirror the side. Handle looks too chunky. Need to re-size that, and maybe the blade.
Little bit more work on the side section. Just trying to get everything in place first. Then i'll go back over it and clean stuff up. Not too keen on all the panel work atm, the indents don't look the right size.
It seems it just does a simple trick of rendering it 2x sized and then re-scaleing back. It doesn't work very well for lots of tiny scattered details on a surface, hairs etc. And doing it 4x takes forever and hangs Blender on my side
It's possible to hide the vertices but not the polys. Pretty annoying, I've managed to do it before and took me a while to figure that out. Esure you're in vertex subobject mode and over on the side panel under the Edit Geometry section hit Unhide All.
Fresh from the oven! The maps themselves, at quarter size: I have a few little things that need ironing out, but nothing too horrible. I think I just need to re-bake the tiny little intake on the ventral side.
It's definitely coming along nicely and working well when the model is nearer to the size it would be on the PSP. I'd reccomend the lighting tips that have been pointed out with the stronger shadows- take a look at the Quake 3 character textures as they had just the right amount of lighting applied to them so the volumes…
@TheDawnfury Thanks for that info Alex. I will say that it is a bit vague. There is a lot of flexibility in those requirements. I was looking more for polygon count limit, shading type, texture size constraints, etcetera. So if I'm understanding correctly, you must create a portfolio showcase via artstation consisting of 3…
It's fair bit of a hassle to sim in Unity and bake out to FBX. You need Recorder and FBX Exporter packages in the project add rigidbody and joint components in unity for Simulation, then record the sim to an animation clip; apply the recorded clip back to the character and then export the character as an FBX animation.…