@Nadra_Nagy So as suspected, your lowpoly isn't quite matching up with your high poly. Your UV's look fine, could use some adjustments as well, and packed better to utilize the UV space much more. You also want to make sure you generate smoothing groups/hard edges based on your UV splits as mentioned (not sure if the…
The problem here is you're using hard edges without uv seams. Everywhere you use a hard edge you also need to split your uv islands up. You can't really "paint it out" then you'll just end up with hard edges. One thing you really need to keep in mind. How big is this object? If its a peice of thigh armor it will be quite…
You bumped your own thread after less than 2 hours? Your brutus character looks like a lowpoly diffuse only model. I can't see your wires well enough to really tell where you're putting those 12k tri's. It looks lowpoly due to things like the spikes on his back, the silhouette of his shoulders/chest/legs where the edges…
There is a lot that could be improved. Here's my honest critique: Portfolio: - As others said you can't save images - The thumbnails are tiny - First image of each gallery won't show up in the full view (Darth Maul, Shield and Floating Islands #1) - What do you want to work with (character, environments or weapons, etc).…
Oh god. OH GOD NO. You can do this easily in crazybump by pasting in your normals and upping the "enhance detail" slider, what I generally use for a "cavity map". Though this just helps to add a bit of pop, or is used for creating selection masks for various effects, I would never call it "generating a spec map". Also...…
Hey Kunik. There are several ways to achieve the same result. I'll just tell you my workflow and I hope it will help you a bit. Let's say we make a Gun. I first do a lowpoly-blockout model. This is used to get the basic shapes and some detail (but not too much). After the blockout-phase, it's time for the high-poly model.…
I think your edges are too sharp in many areas. The concept itself has the issue that it consists of many geometrical shapes. Although this looks great in the concept you need to find out why those shapes work in the concept and, in my opinion, don't work the same way in your hp. With the sharp edges on your shapes your…
Adjusting the normal like this is going to a bad bad idea on anything other than a flat plane. If you're just doing it for tiling textures, then sure go ahead adjust it to your heart is content. But if you're dealing with a map baked to a unique lowpoly model, adjusting the levels is going to totally fuck your smoothing.…
Hm, interesting. I think the image in okidokis reply shows the principle well. What does the normal map and the shading of the lowpoly look like? Any gradients? You can also share the files if you want them looked at.
Don't start a lowpoly until your highpoly is done, or you at least think it is. If you just need to decide what areas of the sculpt need more work, you don't need to spend ages making a temporary lowpoly and baking it, just look at the sculpt! Having a backwards pipeline like that will only slow you down. Right now…