Well, I personally would leave that out, since it instantly looks like you just didn't use any smoothing groups at all: Adjust the smoothing groups, make a proper normal map in ZBrush (with hard edges) and apply that to the stones/rocks. Will look much better ;) Cheers
How about something like this, Suburbbum? Edit on the right. smoothed the edge of her face as it was a bit too defined, shrank the chin just a bit, moved the corners of her mouth up a bit so her frown isn't so defined, and smoothed the nasal labial folds a bit.
Yeah, smoothing splits and UV splits should match up. It depends on the game engine you are using, but the safest bet is to always have them match up. Some engines are okay with having UV splits that aren't smoothing group splits, but a lot of engines automatically create a split there.
Cheeseon Toast, yours looks good. Only thing I don't like is how its less smooth on those edges as opposed to my original way. I tried it your way with just having the whole low poly using smoothed normals and it worked out the same.
Looks like it messed with your smoothing groups? Try auto smoothing or clear it all and set it to 1. It might have broken a few verts apart, it might help to weld everything with a really low threshold. You can also try exporting it as obj, and reimporting it into a new scene.
Start with primitive shapes and smooth. Trying to sculpt will just make it lumpy. This is almost nothing but cylinders. Use minimal geo to edit, use smooth mesh preview to preview final result. Proportions just do what looks cute. With minimal geo it's very fast to make big changes for experimentation.
It could be your exporter is messing up your smoothing groups..are you using Obj's ? Try Guruware's exporter/importer .It is miles better than the 3dsmax native WF Obj exporter with loads of options. Make sure to check smoothing groups in the exporter. Also are the artifacts showing up in Xnormals viewer?
In the uv's...anytime you have a 90 degree angle or stronger it gets its own uv shell, and own smoothing group. On your window frame there should be what looks like 4 uv islands in the unwrap, each island getting it's own smoothing group. Let me know if that fixes it.
well its a maya model and I am going to smooth my edge normals after I finish stitching him up. I did the face, but yah the body need the smoothing. :P thanks for the comment I admire your work so it means a lot coming from you.
have you toyed with the cage much? Looks like it could be minute detailing from your smoothing method, just a guess. Sometimes smooths will adjust geo you're not expecting to change, you might try adding more edge loops to the high poly? Really not sure what else to suggest.