It looks to me like you're using a distance based method of baking your normal maps. You will get much cleaner results if you use a cage based method. Pretty much everywhere you have a UV split you need to create a hard edge (General rule of thumb) this will make sure your edges get the correct amount of padding and the…
Looks good, I really like the model. One thing though, the edges running along the sides of the of the gun look and around the trigger guard seems a bit blobby. You probably don't want the edges too tight because I don't think they would bake well but a bit more defined than what you have there would be good. It also looks…
That aside: Regarding @Neox's comment -- I'm curious about this particular boolean method. Seems like there would be a quick way to merge the extra nearby topology to a clean edge-loop. Edge-loops I can work with. However, I also wonder if there's a quick way to reduce/increase the number of polys on an edge loop (or…
I'll give the retopoing a shot later on, but I went back and redid my low poly so that the edge transitions were smoother. I was just putting edges in willy nilly without really thinking about how they'd conform to the overall shape. Rookie mistake. I constructed the shape by shift dragging edges, which is what I think you…
Thanks Earthquake for the workflow, I thought the mesh was exported with locked normals. However I do have a problem with locking normals. I set my edges hard/soft but when I lock the normals it hardens all the edges adjacent to any existing hard edge. Hard edges are on uv splits. And I'm sorry if it sounds like i'm going…
I've redone the snow, I had trouble getting it to look right when it "faded out" along the edges. I tried to fade the edges using DepthFade but then id have to have the snow material be transparent and that caused a lot of other problems. The new snow has more deliberate sharp edges which looks more believable. I also…
Merry Christmas :) I think what is letting down your work a lot is presentation, the difference between a 'meh' and a 'wow' piece can come down to lighting and presentation. Take a look on artstation at how others present their materials for example: https://www.artstation.com/hawk33 https://www.artstation.com/joshlynch…
That's a really good example. One other thing you can do before exporting is to triangulate the mesh so the exporter and the engine don't get a chance to reinterpret the hidden edges. A quick non-destructive way to do this is to add a "turn to poly" modifier on top of your stack, Turn on "Limit Polygon size" and set it to…
This, right? Maya is easily confused when trying to select more than one face loop. Not sure why. If you are trying to select 2 adjacent face loops, you can select the edge loop between them and convert the selection to faces, which will result in both face loops being selected. If you are trying to select multiple face…
what I usually do in these situations is select the line of edges that has the most vertices and then shift drag them using vertex snap, and then target weld the other ends of the edges. So in your first example, select the left line of (6) edges, shift drag snap to the next top vertex, and shift drag snap onto the right…