I was working some more on it and got the high poly done. Was pretty challenging with the main receiver part but liked how it turned out. I am going to go back and loosen up some edges (some are sharper than they actually are due to the rendering I guess) and maybe add more geo to the handle so it's not so "edgy." I also…
The model looks really nice, but the texture could need some improvements. Try to break up the edge wear, currently it looks like a procedural substance mask. Simply put a paint layer on top of the mask and start to overpaint the mask. Think of how this weapon is carried, where does it have contact with other things, where…
Instanced layers or modifier layers would be awesome. Especially if stacked with more modifiers (e.g. taking one layer and instancing it then throwing modifers on it to invert it and tweak the contrast so it could be used as an alpha mask, etc...). Canvas overdraw/tiling. The option to draw off one edge of the canvas and…
Do I get the Job? No, I think not, as your work stands. I like your model and the work you have put in when creating the face and arms texture. The rest, as Bronco said, PUSH IT! The white cloth needs some sort of border at its' egdges and some wrinkles. The pants needs more shadows and highlights and a edge where it meets…
I cant help but I keep thinking that the colors are just not very good. E.g the green why is it like that,- is it a paint or because some light? - and if it were light why would anyone use such a disgusting light. Usually lights are more in a warm or cold color (orange, yellow, blue,..) but never did I see green light…
I noticed that I can't use F4 anymore to toggle hide/view edges on an *active* model. You now have to de-select the model in order to toggle hide/view of the edges. Is there any way/setting that I can make it so I can use F4 to toggle the edges while I STILL have the object selected? Thanks! :)
Set only your UV border edges to hard edge, that should solve the artifact issues you're getting. Check out the hard edge section of this page https://www.marmoset.co/posts/toolbag-baking-tutorial/?page=Best Results#bestresults
Sure you don't have double edges ? Really looks like it to me. The points could be welded but not the edges, it happens sometimes. Select the edges and make a weld ? Also, yeah the STL check is a pretty useful modifier for checking bad topo.
You must have softened the edges. A softened edge at 90 degree bend will have this error. Go to mesh display > unlock normals. That should fix it. Then, check out the Maya documentation about soften/harden edges to understand why this happens.