I've only got experience with Blender at the moment. I have recently got a hold of a legal copy of Maya though, but I'm just as unfamiliar with Maya as I was unfamiliar with Blender when I first used it 5 years ago, so I wouldn't know how to mess with the render settings there yet.Just curious - have you played around with the render settings elsewhere other than Blender? Great vids btw -.-
Gotcha. I'll transfer that part of my post to there then.
Few more things you can try:Edit: Updated the file with aligned wings, more polygonal antenna bottoms, rounder head textures, and PNGs of the UV maps. I'm not sure how to model cartoony fur, however.
Ah the antenna rotation is a minor thing. Don't worry about it!
In general, thank you for your contributions on this project! I appreciate your help, and I'm sure the CAP community does too. :)
- Darn, it turns out that none of my file versions have a save of the history for the antennae, so I don't have their rotations. I have a copy of the prototype antennae from my first draft before transforming the antennae, but the newest version differs in both rotation and geometry, so I don't think it'll be simple to automatically align/snap the meshes.
- Is it not even acceptable for simple geometries? It feels like it'd be more tedious to make cylindrical mappings of both antenna branches at differing angles when the mesh's faces work well enough, unless I'm missing something to it (which I likely am).
- I had a few extra unused materials and textures from when each body part had its own mesh--I forgot to delete those from the file! I removed them, but I still have one material per solid color. (Related to above.)
- In addition, are there any advantages for QCing if I include the Maya file along with the .fbx/.obj in the package?