Gotta agree with Mik2121! :) Also, if possible, I'd like to see some different kind of hard-surfaces: for the moment, we did "mechanical" hard-surface. What about "electronic" hard-surface? For example:
Also remember that just because something shipped in a game that doesn't mean it's always a shining example of how to do things 100% correctly. :P We've all shipped assets we're not particularly proud of...
I'll have a look at the skin material bundled with the SUITE, but for now - would it work by simply adjusting the reflectance value in the Albedo? We'll look into creating some example material for more organic material such as skin!
My model is too light here is an example, what needs to be done to make it as dark as the Original Post? Thank you for any tips! Edit: I should also mention that this is supposed to be Shiny Dark*
Best example to check out is Skyrim's waterfalls. They use pretty much the same method Eric mentioned. You might be able to add some particles to the mesh depending on the type of waterfall you're going for.
make sure to adjust the dirt overlays a bit so they don't reveal your UV seams so much (for example, paint a dirt mask, using 3dsmax's viewport canvas, or other similar tools).
*Greater Thread Necromancy* This tool does a really nice (n)job ! Are there any plans for command-line support for bulk-conversion of files ? Or is that already in there ? ( since it seems to take for example the --help parameter :o )
I've heard a little about this. The example described to me was a google app within wave called 'Rosy' which translates typed text on the fly. English to french, german to greek etc. Very handy.
Yeah, but it does mean that if you had some data on your mesh (like vertex colour for example) which OBJ doesn't support, then you will lose that when using Roadkill in Maya, I think.
I was trying to find a better example of the 2nd program, I saw one that switched between photos to make a fake 3D experience that was really cool too (not just rotating, but panning and zooming as well).