If I recall what happened with what I was doing with my Hammerhead character, I've had to cobble information from three to four separate tutorials on Maya rigging to finally end up with something that was solid and stable. It's hard because of, as you have said, the relationships of these different processes and the layers…
IMHO your camera angles on your weapons are too extreme. You are really close up, with only a few beauty shots, and you only need 1-2 shots that show the wire frame. try looking at these as refrence. http://www.lonewolf3d.com/Lonewolf2011.html http://www.ilyanedyal.com/weapons.html http://www.rmgameart.com/hammerburst.html
Just sussed out virtual dub and got a perfect crisp result! Something must be up with Premiere Pro, googled a hot fix but nothings coming up so I think I will stay away from that software as it's not woking out. Currently re-rendering the sequence with new smoother camera moves as suggested :) Also dropped on hammersly…
So i gave it another try: I enlarged the Projection Cage, set the Renderer to Catmul, the Orientation to Up and added the global supersampler hammersley with quality 1,0 . I set the mapsize to 2k. I marked the parts which aren´t clean in my eyes. Or is it now clean?
I get better results using scanline for AO than mental ray, just bake out a complete map with a pure white material on the high poly and low poly. I turn light tracer on and crank up the settings, I also switch the filter to catmul rom in the render settings tab and turn on hammersly global supersampling. One more thing I…
Well first, your cage doesn't encapsulate the HP completly. You can check "shaded" in the projection to get a better idea. I've resetXformed both objects, seems to fix artefacts too. You have to actually uncheck disable all sampler in the global supersampling option. Hammersley at 1 takes forever to render, you may lower…
As requested from Artquest (but i hope it will be usefull to many other people) i decided to do a mini tutorial (better to call it "a bunch of tips") to explain my baking workflow. There isn't really anything more than the things that someone who bake low poly models should already know. Anyway, let's get started. Image A:…