Afaik, there is no way for the current exporter to correctly create a 100% working zealot model, it will always lose its dreads when exporting.
You could try to experiment a little with the in-game possibilities for the actors, for example add some HDR multiplier to the teamcolor or attach some shiny models to the claws or something. I made something similar a while ago, the attached example uses a HDR multiplier of 3, if I remember correctly.
You can modify the emissive texture to darken the non-blades portions, then use my model editor ( http://www.sc2mapster.com/assets/deps-m3-model-editor/ ) to increase its emissive multiplier, assuming you can figure out which material is used by the blades. It won't break the dreads, and the material editor is marked as "not implemented" but it can edit specular and emissive multipliers. :P
Are (or is) there a Zealot blade asset that makes it glow more than normal?
Afaik, there is no way for the current exporter to correctly create a 100% working zealot model, it will always lose its dreads when exporting.
You could try to experiment a little with the in-game possibilities for the actors, for example add some HDR multiplier to the teamcolor or attach some shiny models to the claws or something. I made something similar a while ago, the attached example uses a HDR multiplier of 3, if I remember correctly.
Attach a scaled down doodad light to the relevant area on the zealot?
You can modify the emissive texture to darken the non-blades portions, then use my model editor ( http://www.sc2mapster.com/assets/deps-m3-model-editor/ ) to increase its emissive multiplier, assuming you can figure out which material is used by the blades. It won't break the dreads, and the material editor is marked as "not implemented" but it can edit specular and emissive multipliers. :P
Okey doke. I'm going to try all of that. See what works, and all that.