If you have left triangles to spare you can edge bevel or experiment with normals [soft/hard, I think its called smoothing groups in max] to achieve the illusion you are looking for
@ickhugo Love the way you worked with that soft lighting and how you managed the texture's colors to not be too dark. The modular approach is something I still need to improve, any tips for me ? :)
Also here's a good video on an alternate method that is much cheaper on instruction count: http://forums.epicgames.com/threads/912699-Soft-Edge-material-for-particles-(material-nodes-overview-included)?highlight=cascade
Nice looking stuff. A suggestion tho, you'll get more visual interest in your sculpts/models if you play a little with hard angles to compliment all the soft ones. Keep it up!
Finally some clothing! Got the upper torso created and the abdomen/skirt area blocked in. The soft fur on the shoulders seems to be working, while on the chest area it might need to be toned down a bit.
Did another ue4 pass on both the scene and the material rendering. The material setup I have now is very bare bones and simple, but hopefully gets rid of the sponge/soft material effect.
How about some shorts! shoot Looking sweet. Fun evil. How about a more violent spike in those hooves. They look kind of soft now and not as devilish as they could I think.
Skin is in progress http://img127.echo.cx/img127/6766/skinwip15ya.jpg I'm doing a soft tone skin similar to the conan model I showed here a week ago. [edit] Almost done:
ElysiumGX: The equivalent of using entirely 1 smoothing group, is to have all soft edges. Although as jzero says, it doesn't really apply for other programs, since they'll have different exporters...
It looks a bit too soft around the blade. It looks round like the safety scissors equivalent of an axe. Also, yeah, some hand wraps or something would help this look more interesting.