I have been able to recover a preliminary model and some textures. For convenience and backup purposes I have committed the masters and the data for this unit. However, this model is too rudimentary as compared to the excellent concept. It badly needs rework or recreation and retexturing.
I'm starting a new .blend project following the concept as accurately as possible. With good coordination, the progress could be relayed between us artists. I don't have time to work on it all the time, but I would like to start
try to make it simple because i work over the toad and is littlle bit complex
also try to follow the shape but not over 1000 poly count AFTER triangulate
Why just 1000? More than that works just fine.
I'm aiming for around 10,000 triangles, though it will probably be split up in different meshes for dielectrics and metals, or just a modular split.
also most of the time i try to simplify when i can it's always a same thing : Quality, quantity, quantity or quality ....etc i can do longer like that...
i m poor in knowledges about 3D (what is it dielectric?) also i do what i can...
Don't worry, Fendorin; when CineMut and LaGrande are ready I'll have big tutorials on how to use materials and all that.
Dielectric is a term from physics. Materials generally divide into Metals and Non-metals. Metals have metallic reflectivity. Non-metals and non-metallic compounds have dielectric reflectivity.
The two are different.
One of the differences is color:
Metallic reflectivity has the color of the metal. A blue object reflected on gold looks black; because gold has yellow specularity.
Dielectric reflectivity is colorless: A blue object reflected on glossy, yellow paint, still looks blue.
The other difference is view angle:
Metallic reflectivity doesn't change as the view angle changes.
Dielectric reflectivity does change with angle:
If you look straight at a glass window, you barely see it; but if you look at a shallow angle, it reflects almost like a mirror.
The change of reflectivity with angle for dielectrics follows the Fresnel equations. It depends on the angle, and on the material's dielectric constant.
The CineMut shaders can do both: metallic AND dielectric specularity. They compute the Fresnel equations for the latter.
But the shader needs to know the material's dielectric constant, so you have to provide it via a texture (blue channel of the specular).