Yeah, Solan's got it. I circled the spot on the image below:
On closer inspection, I think it actually is supposed to be like that, in the picture above I looked in model viewer and zoomed in around that particular spot, it looks like the thing that's hanging in my render actually is free standing. Thinking back, I'm not exactly sure I made that render with mesh smooth running since I'm not seeing the normal rounding, which made me think I should double check it.
Anttaru said:
I'm curious to know, are you hiding the hair ? Cause I can show you how to make the transparent surfaces on the hair, transparent.
I've resorted to delete the extra surfaces (much to my own disappointment). I spent hours looking for the method required to hide the clipping polygons, but for the life of me I couldn't find the right one (Boolean? didn't work, something with Heirarchy? don't know how it works lol, can't figure out the proper term for it to do a search). The poor DRK in the picture has two holes on the side of his head right now. The BLM I'm working on has 2 flat sections of hair underneath his hat.
Anttaru said:
Since I've been using the same textures you have been, your probably wondering how to make the render look more photo realistic. If your interested I'll show you some techniques. I remember when i was in school, the guy that had minor experience excelled in every project. Beyond the rest of us. Except for final project, that one belonged to me ^^
That would be nice information. I eventually want to make a nice little group picture of my character in each type of Artifact Armor and lay it out with some nice shadows and maybe make my own setting or extract a zone from FFXI and add realistic grass or bump mapped terrain for it, so anything to help take that project a step further is welcome (of course, I have to GET to that step yet... *whips out the blow-torch and gets back to welding*).
I watched a tutorial on You-Tube about making Photorealistic Skin, so I get the concepts of needing a Bump Map of greyscale values for depth, a specular map to account for the shine of metal and such. I also realize I need the alpha maps for the occasional piece of equipment and most hair that has a transparent spot.
So far, I've been using the textures for the look of the character and using that straight up as the bump map as well. The dark knight picture I put up is with the bump setting as 400. I kinda get that I need to set the specular map properly to get that metallic look right without doing what I had tried earlier and setting a whole new material and changing it on the polygons by hand (which... doesn't work in some cases... darn WAR AF...).
I actually tried using the transparency map as the specular map (the .dds file) but I haven't gone back to check if that backfired or not. When I was messing with Graphics Converter 3, I noticed that the not-quite black sections were the pieces of armor that were supposed to shine, but that's a dark color, I don't know if the alpha was counted as white or as black... I'm thinking the latter but I didn't mess with my light enough to find out.
And again any information you can help me with is more than welcome. I'm a few years behind in actually messing with any of these kinds of programs. A friend of my brother kept setting me up with some 3d programs on my computer after I kept having a problem with it that he fixed, but I never got into the programs because I couldn't figure out how to work with a single tool at the time and avoided it entirely... to this day I seriously regret that).