Maya's smoothing groups are called "hard edges" and "soft edges", if you haven't figured that out already. Be aware that Maya's cage doesn't affect the normals direction, only distance, unlike Xnormal's and 3ds Max's, which can change direction. Having said that, if you modeled and smoothed it well and lined the two models…
Take anything I say with a grain of salt since I'm a beginner as well, but I had this kind of problem with one of my own models as well. I had waviness and projection errors along the edges of my model. For me what turned out to be the problem was the fact that the high poly model was too dense at the edges. I believe it's…
1) If you have an edge selected you can also ctrl + right click > edge loop utilities > to edge loop, there's a few other options there too. If you have one edge selected you can press left or right arrow to select the loop, keep pressing left or right to select adjacent loops. Up and down arrows will select edge rings. 2)…
Not bad, the wires are fairly clean. One thing I forgot to mention is to try to get your polys fairly square with edge loops fairly evened out. They don't have to be squares, but keeping the edge loops as evenly spaced as possible prevents uneven vert tension when you smooth(this could effect reflections and make subtle…
Update and a question. I've been building my game model and smoothing out some of my edges on my high poly model. After running a few test transfers I've got some less-than desired results. The edges look great from the Maya map transfer but everything else doesn't seem to take as well. In xNormal the edge have seams, but…
Yeah the idea is that good edge flow has mostly all four-sided polygons (minimal tris) and very little "stars" - or places where 5 edges connect at a vertex. Here is what I mean: Try to keep all of your edge flows clean like in the first image rather than in the second image: The idea is that when you bring these assets…
Not really correct, smoothing groups will only increase your vertex count if they are not along uv seams, vertexes are doubled along uv seams and using a hard edge there will not increase them. Also; 1. You should only ever use hard edges along your uv seams, otherwise you will get errors and artifacts 2. The uv borders…
The sharpened blade edges definitely need a different metallic texture. Usually they're ground to produce the edge, the the edge if sharpened further with a finder grit. So you not only have a different angle of metal grain, you then have a much more metallic edge.
Quite a few closeups of the final mesh on my Owlbot. I love the way the eyes came out and am looking forward to seeing how they animate and express themselves. My instructor pointed out that the edges in the back of the skull, where the 'brain' connects to the skull, suggested I move the vertices out away from the corners…
@teodar23 It's indeed a nightmare to use at first but it's an awesome program if you can learn it :D I've heard about floating geometry but haven't tried to use them yet. I think I'll just make the holes on the main body without connecting it to the barrel. I think it would need a lot of polygons for the vents to match the…