another issue it that because the straps are a separate object you could turn off padding in max completely. this totally resolved the issue for me, but mine was more to do with floating geometry. might be worth a try anyway
yeah after all the brdf texture is only there to store math results, not really design a lot. so you could enter different brdf functions, there should be a lot of "values" floating around and then straight compute it.
For this project we had to create a 3D environment with a story behind it and put the final project into unreal. In my environment the islands are floating due to magic centered around the shrine in the middle of the center island.
There are so many flaws in this I don't even know where to begin. Floating city, with 0 natural resources and has to build from the ground up medical, power, etc. Mind Blown...
Put on my apron and baked the heck out of this guy! Almost done with the armor and clothing and then Ill finish up the head. Right now I think I'm floating around 42k tris
I was also going to mention the cloth/detached jaw. I'm ok with floating because of magic but jaw bones might be cool. Since it is a full face. Wouldn't take many polys either.
Also why are there holes in the plates the plates should be one solid mesh. You could add the rings and the lion on another mesh tho. But don't make them awkwardly float above the rest.
particles cant be created in dota2, you can only use the once in the game for the specific hero. The information on how to do that is floating around about the last couple of pages in the dota2 workshop thread.
wow that is really good. solid textures you got there. hmm, i dont know how that bridge is floating though. Seems like the posts that would go into the water got cut off.