I like the direction this is going. Great looking normals and textures so far. For refinements, I think the hair could use some more clumping drawn into the diffuse. The metal bits need to be greatly darkened in the diffuse(think gun metal) so that the spec can do its job, and id push the spec up on the edges a bit more…
so I rearranged some of the UVs(taking care to leave some room for fur planes this time), and re-baked. Fixed the errors and ZEE NORMALS ARE DONE! stands at 8726 tris pre-fur and the diffuse and spec are in the works...
thanks a ton guys. I'm gonna get back to the diffuse and see if I can get rid of the "eye pop". It's buggin the hell outta me.. And if anyone knows, is culling related to the particular shader in max? I'cant for the life of me turn it off with any of the dx shaders...
that's cool. mind explaining exactly what you mean by "appropriate"? Higher spec? Less ambient value? I purposely lit it flatly because it was always easier to develop the diffuse without a bunch of other stuff in the way, but if you know a better way, I'm all sorts of open to suggestions. Also, I've been floundering with…