You can also turn the invisible edges without actually creating a new edge. Sometimes you want that new edge, sometimes you don't, but the option is there. Just use the "Turn" button in edge mode.
Definitely some good reduction, but there's still some edges you could collapse down rather than delete outright. Going back to #4 of what I said earlier you can still bring lots of edges to tris where you're still continuing them through the whole model Like I said before as soon as they stop being useful terminate them.…
I can see a few issues off the bat. UV issues: You have overlapped UV shells. Offset stacked islands or you will probably have baking errors. You have hard edges on the low poly model, but the corresponding UV edge is not split. You'll get incorrect normal map pixels at those edges. You basicaly get a gap in the projection…
Really really nice attention to detail. However some of the edges are wayy wayyy too thin, just a few tho, the little "clip" type piece you added in that last shot attached to the mag well, has some very thin edges that will read as totally sharp when its baked, and possibly not read at all depending on how the low is…
I think you could accomplish a lot with the right brushes.. looks like you are using an opaque round, which is ok.. but what i like to do, if I start with an opaque round my colors and edges tend to be muddy, so I'll use the color dropper with a hard square and start flattening out colors. Like the colors on the girl…
Ok, here is the solution and why it is happening. Case 1: Hard Normals & Small Map In this case, the uvs of this piece are taking up a tiny piece of a 2k map. There are some minor seams around the hard edges due to the lack of resolution, but they aren't noticeable from distance. Case 2: Soft Normals & Small Map Basically…
technical talk is the correct forum for this. In order to bridge, there has to be 1:1 number of edges. A bridge always connects two edges together, right? But you have 7 edges selected. Deselect the edge in the middle, then bridge.
Way too heavy on the edge wear. No edge wear would actully look better. If you use that same edge color, you could instead make some unique scratches (don't need to be around the edges).
Thanks loads for the feedback guys, its exactly what I needed. I took what you both said on board and tried to re-scale the parts of the model so they take up more pixel space on the UV. Also I beveled the edges on the tabletop and softened the edge in Maya before cutting so it gave me the same effect as my normal map…
Give this a try change your move setting from world to normal...this way the verts will move somewhat along the faces of the car..kind of hard to explain but if you have the vert selected and hit 3 for smooth preview...you can tweak out some of the dents.... Alternatively you can also go to MESH>Sculpt Geomerty options and…