I'm a Maya user so naturally I'm thinking Maya ways. I'd probably go with Maya Vector renderer and use Silhouette + Hard/Soft edges to define inner strokes. The exploded layout I would probably have to do myself manually I guess. Unless someone made a fancy script for this.
hello, made little update, fixed all shadows... and I have still nose problem because it is too sharp although I used normal-soft edge... edit: I tryed to assign different shader on the nose but I still have this issue... thank you settings: polysoft edge Angle: 40
I agree with the comments about the belly etc. The abs/navel area seems very flat where it should be rounded and soft - especially around and under the navel. Also, and I realize this may be a stylistic choice, but the lower body seems proportionally large compared with the upper body. The calf/lower leg is very big.
Also, let's not forget that displaying meshes is one thing. Editing them is another, and Max also has one of the (if not THE) best poly manipulation performance on the viewport. You literally can edit with soft selection or paint deform in real time heavy meshes in Max with easy - the performance improvement was notable in…
-Pretty : nice Axe Nikey -Shock : I like your concept, but feel that the crysatls are a bit too soft in the sculpt. I would personnaly use a flatten brush to get some sharp and strong edges. -ShoMek : Thx Here is my progress.I will only submit the cape, but wanted to do the all set anyway.
if you're intending diffuse only, wouldn't you be better off having it self illuminated, or at least partially so? that would sort your issue somewhat as well. only other thing i can think of is maybe doing a soft select relax, or checking to see if you need to edit the triangulation of some of the quads.
re exploded + ao: http://wiki.polycount.com/AmbientOcclusionMap?action=show&redirect=Ambient+Occlusion+Map#EarthQuake.27s_Baking_Method cage should be all soft edges, although it's better if you understand why this is, so check out the 'you're making me hard' thread and/or polycount wiki can't help with the maya stuff…
@gfelton Thanks for the suggestion, I was thinking similar while doing it tbh looking at how sharp reference is for these weapons keeps throwing me off. I do want everything to look super buttery and soft so will go through a final pass prior to baking and make sure all these edges are nice and fat.
Don't forget to put a soft edge when your UV is sewed and Hard Edge when it's cut : I have a script for maya if you want: If you have something like this,you need to cut your UV and make hard edge because normal map can't offset so much angle:
What Gir said ^ There's a couple of AO cheats that can help create some soft directional lighting, in addition to the bent normal map tip that Gir mentioned. If you add a ground plane or a bowl shape into your AO source scene you can can get a pretty nice base for further painting.