Hi. Is there any solution to bake specular from xoliul shader to texture? Or can i somehow grab the "composed" texture (or just a specular like in 3ds max render elements) from video card memory?... Thanks.
Wireframe pictures. To speed up the modeling process, some of the elements are divided into several pieces. But there are smooth transitions between them, which will allow you to get the correct look in the end.
I think it looks way better now. IMHO you should go a little bit further with the contrast/strength of the glowing elements, but it's definitely a big step forward. :+1:
"Deep Angel" Design elements inspired by my friend Stéphane Faure Only Zbrush render based on a technique by Raf Grassetti www.keosmasons.com www.instagram.com/keosmasons www.twitter.com/KeosMasons www.facebook.com/keosmasons
I had this problem sometimes . What I did was silly but working just select the whole Elements and make a copy of it and then delete the old one . the new one worked for me !
Actually, the more I look at it, it seems like he has tilted the right side (looking at the drawing) on purpose more towards the left to show off more of the inside of that element.
If parts of your mesh contain opaque geometry then you should either use the cutout rendering mode or split up your transparent and opaque elements to run on separate materials
Yes, but not only, sometimes you need "go deeper" :D No, it doesn't work that way. If in game, you have weapon with bad designed 'sight elements' , no one want to play with it. :)