hmm just heard it was quite bad from the 6+ people that went there from here, some Ubi Soft guys were awesome but other than that dissapointing for professionals.
I use same modelling techie as in this video https://youtu.be/3rlMzsBWtPY?t=130 But instead of shrink wrap I use "data transfer" to transfer vertex normals . It works perfectly well usually . You can do a rats nest of polygons and edges, super tiny and chaotic but once normals are transferred it's perfectly ok usually .…
This is what I'm working on at the moment. C&C is much appreciated! I textured three props today for my game. A work light: A Welding torch: And a soda I also made a blisters paint texture in Substance Designer.
Changing the tangent helped a little bit but the artifacts are still there. About those soft edges; which ones should be hard? Or should the entire thing be hardened?
http://wiki.polycount.com/SmoothingGroups Specifically, look at the text on the left of the image that talks about normals. That explains what soft edges from smoothing groups does.
Ace-Angel: Thanks for the response, found out the problem was how I was exporting. Wasn't working out of soft, but out of Maya the mesh worked properly.