I don't know, grayscale background monochrome mode curvature bakes from xNormal seemed to work as intended for me. Default xNormal curvature settings are completely unfit, yes, but it's easy to get the look recommended by the DDO wiki and once it's there, the map works alright in the dynamask editor. Combining…
@FourtyNights If you want to optimize for tricount alone then you could do without many of the supporting edges I put in there, and some parts that are connected could even be floating. I like to use the extra edges because it makes the normal map have to do less work to correct the mesh normals, meaning less gradients.…
Hey a good start but a few crits. - Alot of your overlays for grit and dirt on the texture go acrros whole unconnected parts on the structure which makes it look like an obvious overlay. Like the white spot on the lid and the rust on the indentions on the body,although it can be justified for the rust since rust drips.…
@Noren Thanks Noren! The entire model has been modeled with box modeling. What I did with the hand is I modeled it separately, then for the fingers I did an extrude, slowly adding details individually. The fingers were always attached to the hand. The thing that messes me up is this guy uses tris, and I know that tris are…
there are certainly other reasons why not to use super sharp edges but claiming they do not exist in the real world is certainly not one of them. there are sharp materials in reality, perfectly cut ones, even if the edge isnt 100% perfect on an atomic level, edges can be a lot sharper than texture resolutions would allow…
Turbosmooth is much older and doesn't have all the features OpenSub Divs do. OpenSubDiv uses weighting on the edges and vertices to adjust the sharpness. You can adjust the crease weights within editable poly, edit poly, and we also have two creasing modifiers. Crease Modifier which drives all the weights the same, and…
With that low resolution base you are going to have major pinching at the seams. You will need to add more edges to get a nice smooth effect, here is how I figured to do this (not sure if its the fastest, just messing around.) Create a cylinder as you have shown above with sixteen sides and select all of the red panels.…
This one is the most complete i know (not free): https://youtu.be/9MYGCdf9VHs Also hard surface modeling has evolved a lot lately, this makes weapon modelling much easier. You should take a look at the rounded shader of Blender 2.79.1 in the latest buildbot (discussion about it:…
@Oniram, thanks for the crit. I think the soft white edges you're referring to were supposed to be edge wear (correct me if I'm wrong) - Now that I'm looking at it again, they really DO look soft. I'm not entirely sure where the metal material went wrong, but I'll see if I can re-edit/re-do it and make it appear more…
Ok thanks for the hp suggestions. If I wasn't making this a hp and assuming I cleaned up that corner part would by topology still be fine? I'm overstressing on how great edge flow should be I think. I'm thinking as long as edges move along the structure of the shape you shiuld be fine. Its the interior edges I feel like I…