Aleon- Thanks for the advice mate, every little helps :) With those life studies i only used 2 layers, 1st with line art and the 2nd with block colours, then i merge them together and added in the details. I used photoshop.
In the model itself. I'll see if I have a screenshot lying around of the low after being UVd, but before assembly. [ edit: here it is: http://i.imgur.com/vADK2wA.jpg ] Then once I finished all the bakes, I assembled it, merged vertices, etc.
No plugin that I know of but you might be able to get a useable mask by overlaying the two and setting blend mode to Difference, ideally that'd set all identical pixels to black. Then grab a merged copy, greyscale, adjust levels.. something like that.
Marc-Antoine Hamelin's Mass Effect 3 thread shows off a ton of great art which heavily relied on texture atlases for props. There are some texture sheets in there and if you compare them with the screenshots you can see how they work.
legs look a tad stiff, esp the left one(his right). either rotate it more towards us or push it back some. also, the red light and red ascent colors are kind of merging together. other thek that looks great!
Try switching the viewport to perspective and back to orthographic. EDIT: sorry, it seems you already tried. Other standard procedures used in these cases: 1) "Edit normals" modifier/reset. 2) Reset xform. 3) Merge the model in another scene.
Jerc is right, if you want to do "incorrect" normals, you can use blur nodes and blend to get what you're looking for. I also recently created a node that could help you. https://dl.dropboxusercontent.com/u/10617759/HBNoisePolisher.sbsar
so i assume the shell part is shoulder slot, so the "quiver" if merge with the shoulder slot, so in future when i mix and match... will it be a problem? (just for mix and match users) well actually the problem already shown in TA sets....
ahhhhhhhhhhh cute only crit the 3 button thing that he uses to open the door shouldnt be part of the big mesh if you extract it and merge all the verts below together you get a lower polycount with practicly no visual-quality loss
I want a button that will set up various lighting set-ups. nice 3-point setup centered where you click, circumfrance determined by how far you drag. I'm too lazy to merge in a pre-made scene.