no.. having a hard edge in the middle of a UV shell has no negative effect on normal baking. having a soft edge at the boundary of a UV shell is likely to have a negative effect but is not guaranteed to do so. if you want a one size fits all rule (which you shouldn't because it's silly) - harden the edges of your UV shells…
Ok, so here are my "noobfolio" plans: 1. Model until early March 2. Texture until mid April 3. Throw it all into an actual folio 4. Have a job-worthy folio/fix things if I have any time left(before graduation) Problems I have (most) often: -High poly surface pinching -Low poly surface/material smoothing problems -Baking…
Thanks for the advice! I think when sculpting I was a little afraid to go overly stylized with the surface details and they ended up being a bit too small and subtle, which didn't really show through in the final bake. I'll do another pass on the surface details and try and add some more variation to the texturing.
I think you're under-estimating the advantage baked normal maps can have for hard-surface stuff... But if you just want those round corners but don't want to bake them, might as well just model them out and tweak the surfaces' vertex normals. http://born-robotic.com/stuff/cubenormals.jpg
Those are looking really nice, I'm digging the over all color and hand painted-ness. The brick and wall blending looks a bit strange, like they were carved out of a stone wall and just left half finished. You might want to add some textural differences in the stone surface and the brick surface.
I am getting a friend of mine to fashion a mousemat out of metal for me. I am just using a book for a smooth surface atm :P The edge of the desk I put a bit of a bevel in when I was sanding it, and the surface is actually quite smooth too. I can't see it causing any discomfort.
You might be jumping to too many subdiv too quickly. I'd try to stay at the lowest subdiv as long as you can and raise it only when you want to refine something or add detail. It can also depend on what kind of surface you want, hard surfaces can be a bit tricky in zbrush.
I'm not sure what your problem is, maybe a screenshot could help me more, anyway, one thing I had a lot of problem was how to create a surface from curves and the answer I found was here, you could try this, if it's your problem: http://wiki.blender.org/index.php/Doc:Manual/Modeling/Surfaces/Skinning
so you just want to cut, a curve as edges into a low poly surface? persnally i would just draw the curve on-top, than use the interactive-spilt, tool and snap to the curve amd more or less just use it as a guide for manually cutting, since your wanting to cut into a low polygon surface.
ok, well, the normal mapping thing is simple yet complex.. (woo always wanted to sound wise and mysterious :D ) the really complex bits you don't really need to understand right now, the basic idea is it tricks your computer into thinking the surface is more complex than it is, this image shows the workflow. 1) basically…