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#xxl

pegperegogaucho
If you want the reflections, make sure to specify a specmap in the dragonff material settings
pegperegogaucho
usually it is 100_specmap1
mr.rubinshtein
i think there could be just two materials
mr.rubinshtein
the edges have different material and different spec
pegperegogaucho
Not sure how it is in the original game
pegperegogaucho
might be 2 materials
pegperegogaucho
All I know is they used vertex coloring for the bevel to make a nice transition to dark red
schmeling65
maybe a shader?
pegperegogaucho
mr.rubinshtein
there is also one thing is changing vertex normals
mr.rubinshtein
you rotate them
mr.rubinshtein
and change shading
mr.rubinshtein
but thats pain in the ass
pegperegogaucho
Make sure to have the normals set up correctly as that determines the reflection
pegperegogaucho
It is not a real one, just some math trickery to project a reflection blob onto it
mr.rubinshtein
yeah i tried to do it in maya but its pain in the ass to rotate and adjust it
rubinho146
https://media.discordapp.net/attachments/581533854213341194/916812685247643688/dies.gif
pegperegogaucho
Also what can happen is normals are lost when exporting from maya to blender
pegperegogaucho
I know in blender it is pain in the ass to set up custom normals which are not computed by blender automatically
pegperegogaucho
And keep in mind .dff does not support advanced stuff like smoothing groups or face normals, only specifically vertex normals