ahh no problem :) Thanks for thinking about adding the functionality of having multiple objects selected. What you have here returns exactly what I needed. It's compact & easy to follow
might want to give L3DT a look, he pr version is only 30$ and its got a fully functional 30 day demo with now resolution restrictions. http://www.bundysoft.com/L3DT/
With surface shaders, anything with a lighting function suffixed with _Prepass will render using deferred rendering. With vert/frag shaders there's any pass using #pragma multicompile _something_ but I'm not sure what it is.
some parts look cartoony like the stock, pistol grip etc, without hard edges. dunno if that was what you were going for. looks very functional though. texture plans?
man did you try using the stitch brushes in zbrush, or using the roll function in it? that way ull be easily adding trim details, and you can generate an alpha for it fairly easy
looks cool, i would maybe think of the functionality of it all a bit and made small changes, for example, the tube leading to the shoulder pad might look better gong into the backpack thing .
normally you would commit these wrapped objects to vertex skinning as soon as the deformations look alright and not keep them live on a rig. the question is if your software of choice supports that kind of functionality.
Its a shame it is only possible to draw cartoon dogs on the iPad. I hear they may be expanding the functionality to include other cartooon animals in an upcoming patch though, so there's that I guess!
I've noticed in newer builds they removed the prefab "P" button. You now access the functionality by going to "View>Lock Prefabs From Selection". There is a little checkmark indicating whether it's active.
Yeah in the end I just used the relax function for those parts. It has done it before a few times on pieces that aren't just long strips. So I dunno really.