Suspended work on this for a bit due to working on a test piece applying for an indie dev team :D Plus new job irl and stuff. You inspired me to apply for the dev team add3r :) Jack, I like that idea, it could work.
From what I remember and going back a few years, the docs explain stuff pretty well, though I think you have to go find it in the installs folders. IIRC there's some further stuff on the Havok (Dev Access) website?
reiro : those material are material instances, if you want to see how things are connected, check their parent material :) the same master material was used for pretty much all the props.The gloss wasn't in the alpha of the spec btw, but in a separate texture IIRC.
The sword is awesome and the helmet is looking pretty nice. However, iirc, there's already a DLC helmet on Chivalry that looks very similar to the one you are doing. I'll post screenshots later when I log in game so you can compare.
Use the draggerContext command along with the -anchorPoint flag to get the current mouse position.You can change the space coordinate type by using the -space flag (world,object and screen space are available iirc). edit : not sure if that answered your question tho :/
She is looking great dude. I feel like her mouth is a little wide, I like to use the inner edge of the iris as a guide. But, it doesn't look wrong and depending on your ref it might be right ;) Looking forward to more updates.
I'd be inclined to really accentuate the horn. Perhaps experiment with encompass more of his head or even the entireety head into the arc of the horn - it is what defines him as "The Rhino" as opposed to every other chunky comic book character out there after all.
You can get the student version of Maya or 3ds relatively cheap 400$ for maya, dunno how much 3ds costs. [edit] woops didn't notice you wanted to do freelance with it which would be against the license conditions iirc.
Material IDs are generally bad for use in games, because they render more slowly (more draw calls) than a single material. IIRC, RTT lets you bake multiple source objects at once, but they each make their own separate maps.
...That, too. I keep forgetting about that. Geometry t-verts are something we deal with daily here considering the nature of our tools (some of them are quite dated). IIRC, doesn't Max still refer to texture vertices for keybinding purposes?