I think its looking amazing! The only parts that throw me a little bit are your smoothing issues but you already know about them. At the moment I'm not sure if the round cap in the middle of the gun is meant to have those harsh edges, they look good like that as well! However it might be nice if it was smoothed and you…
my guess is tangent-space creation can introduce additional splits. You could check if a model which has smoothing groups for each uv chart keeps the vertex count. other than that, it could be any custom sort of preprocessing step after asset load. Some might recalculate the normals completely with their own smoothing...…
you should build your low poly with the closest dimensions possible to your high poly. In this case, add ~1.5x more geometry to your low poly to achieve a clean bake. Also, you'll need to smooth (soften edges or set smoothing groups) that low poly mesh for baking. if you need help baking msg me and I can show you on skype
so i finally bit the bullet and got zbrush and this is my first dive into zbrush got a long way to go but any tip or pointers would be epic! i need to break this up into poly groups so that parts of the mesh that i would benefit from smoothing will smooth and areas that don't need it wont. but let me know what you guys…
Roughness ≠ reflectivity. Rocks have reflection values and they are not 100% rough either. Reflectivity is not related to roughness or glossiness at all, it's a separate value. A dusty rock is going to be very rough, maybe even completely rough, but a smooth rock from a river might actually be pretty polished and pretty…
Kanga - Just to chime in, in the future, you can use the smoothing or polishing functions in the Deformation (Tool) tab. This is especially helpful when projecting between two iterations of an undetailed model. You can also invert-mask the problem area in cases where the surrounding geometry is complex and/or you wouldn't…
you can have separate meshes when exporting, but every mesh needs to be smooth bound to the joint system. If you unparent your t-shirt and smooth bind it to your rig it should work just fine. if you want to add multiple materials just select faces and apply a new lambert. You should see multiple material indexes in UDK :D
great progress, I did a super quick paintover in my break which may help. only suggestions though :) Ive lowered the eyes, smoothed out the chin transition, played with the jawline and tried to remove the puffy face look. The eye issue maybe because you have a very smooth transition in the corner where they meet the…
Sectaurs: I'd avoid it when possible. Using smoothing groups instead of bevelled edges means that you don't get the fine narrow change of angle that gives a nice small sharp specular highlight along the corners. I'd only use the smoothing group thing when meshsmoothing for something that was either very stylised, or…
wel you do have kind of 90 degree angles, the insets inside angles and the outer angle kind of add up at the corners creating an angle too large to smooth propperly, with stuff lik ethis i often make the inside shallower or less angled than the highpoly, can often mean that you can get away with it without resorting to…