A. Generally the workflow is create highpoly first using a variety of modeling techniques, then reduce or recreate bits (I usually do both depend on complexity of the area I'm working on) to get the lowpoly. There isn't really a standardized method for turning a lowpoly into a highpoly, and its sort of a backwards way to…
Hey @MyMomHatesGames, I've had a look at your meshes and from what I can gather is that it's not so much to do with shading problems in maya, etc etc. I believe it's the way you've setup your UVs, smoothing groups etc. Essentially, any angles that top 90 degrees you'd usually make sure those two surfaces are it's own…
Looks like waviness, check out this post. https://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map/p1
Oh damn you are missing out on a buch! There are just way to many awesome scripts like the seneca ones, the Eterea Swiss Knife(bunch of tools)(http://community.thefoundry.co.uk/discussion/topic.aspx?f=119&t=81124), Eterea Slice Presets(makes subd modeling so much…
Really, try to avoid that. When normal maps are baked, they're designed to work with the specific low poly mesh they were baked with. Changing the silhouette and vertex normals around afterwards are just going to leave you with a mesh and normal map that are no longer synced. When it comes to the waviness, check out the…
Cut a loop in around the top of your mesh, on the line where the inset is skewed(disapearing). This happens because the normals of your projection mesh are averaged around the top, but it looks like you have an extra loop at the bottom to support those cut-outs. Thats why you don't see the same skewing on the bottom. More…
here are some good threads would be a good place to start http://www.polycount.com/forum/showthread.php?t=81154 http://wiki.polycount.com/EnvironmentSculpting
That waviness is normal for cylindrical surfaces. It's because you are baking a perfectly round surface down to a few polygons which have a much more angular curvature. The solution is to increase the number of sides on your cylinder.…
Your problem here is that your cage(envelope in maya) isn't averaged. This is a simple setting in the transfer maps options, its like... "Match using" geometry normals or mesh normals or something, just turn it to the other option. I can never remember which it is but one will give you an averged(seamless) projection while…
You should be able to get the correct normal map out of the baker every time if you are following the right practices. The need for photoshop for fixing normal maps is because of a lack of understanding and bad techniques more then anything. The only time you should use photoshop with your normals is adding small details…