Also make sure the blade have hard edges on both the cutting edge and blunt edge. They are necessary to make flat part of the blade having its vertex normals perfectly perpendicular to surface . It's what gives you no gradients on baking. A good practice is visualization of vertex normals in 3d soft. They always give you…
Don´t use (quad) chamfering at all, if you don´t have to. Work with supporting edges. This way you can control the hardness of the edge later without having to recreate the main edge. That won´t work perfectly now, but select all side polygons of the blueish part and hit "inset". That should give you an idea of how to do…
Yeah there's a lot of splits that coud be removed, I'd mirror the front and back sides, I'd mirror the side that faces you and the side that faces away. The blade part doesn't need a split where the edge starts to slope in (it still needs one on the actual edge). The trident shaped 3 shape that goes over the blade could…
Sometimes you have to add extra edge loops so the vertices will smooth properly (just like adding support edges for sub-d modeling.) Try making a box with edge loops around every ring just like you'd make if you wanted a sub-d box, and then put all of the faces in the same smooth group. It will look more like a box with…
Thanks @Udjani and @poopipe. :smiley: I have now got great baking results, and now I also have a much better understanding of the importance of shading in a high poly to low poly bake. In the end I got these results using autosmooth at 180, with sharp edges to support areas with bad shading and on general sharp edges. I…
Excellent start. I'm liking where this is going and the idea behind it. The elegance and authority is a really nice combination to work with. My 2 cents would be to really harden those edges around the neck area of the clothing. The curve moving up into the neck really captures the elegance but the soft edges make it lack…
personally i think this is bogus. the only reason to do this would be to avoid someone reposting that "breakdown" of the eotech sight. They make their edges round, so that the normal map is visible from afar. But if your model has hard edges then keep them that way. if the m4a1 is far away in real life, you won't see much…
Actually I think you are on the right track with the gold material.There are a few other things though: -Could definitely use some edge detail. Even if your going for a newer look, a little bit of wear and tear on the edges will help to make it pop -The wood looks like it's supposed to be painted red in your diffuse. It…
From your normal map, I assume you're using hard edges along the stair steps. You should separate your UVs wherever you have hard edges, otherwise you will have issues. You'll also want to use a cage to bake, otherwise during baking some of the rays will miss parts of your high poly, making your edge seams really stick…
yeah poopinmymouth beat me to this, but I wanted to ask how you where going about this, Im assuming that your making your cloth to get those edges for your LP and then the rest you will do in post clean up so your normal map has a nice edge fall off of the depth/cloth edgings? ps.- Seriously all this LOL art lately and no…