The gradients indicate that your mesh is baking as all one smoothing group. Could be something wrong with the way you tried to set up mark sharp/autosmooth. Maybe you didn't mark the edges as sharp, maybe autosmooth wasn't checked when you exported. Could be a problem with the export, maybe vertex normals is unchecked in…
I couldn't find an option when exporting for "Write Normals". I tried inverting the green channel (set it to DirectX instead of OpenGL), but that didn't fix it. I tried setting the edges of the UV to Sharp, and that did remove all the distortion, but there's still a clear seam along the edge of the UV that I think is…
Thanks, yeah I should tone the dirt down, the scratches were meant to look like as if they were done manually, like someone scratching something like a key or something sharp on them but it should be easy to rework them, wanted the red to look like it was pealing away but you're right it does look more like a seam with…
Added dirt, grease, wear, tear... all of that jazz. Wrapping this one up this evening. Question: the mirror part is producing some sharp lines due to the triangulation of the big flat surface. There is nothing extra special about it, the topology isn't messed up or anything...I'm thinking I might need to add in more…
So you went for one in the end? How's she treating you? :) I wonder how much faster the Ivy Bridge versions are. I'm thinking of getting into a little Unity development soonish, didn't know there was so much coding involved... at least to make a polished product. :poly117: Will start learning a little C sharp I guess...…
Also the eye expression (and eyebrows) looks different from the concept. Edit: Also the ears. You can save some polys on them, making them more blocky/ sharp like those on the concept. On concept he looks way sharper than the texture does. Cheekbones, ears, hair, eyes with eyebrows are some of the places thta don't look…
thanks everyone :) Jason: haven't really done this much either still only my second model with a highpoly to lowpoly normalmap, so don't take everything i say as it was right :P. i just do it the only way i know, put the edges closer to the other depending on how sharp i want it to look, as i like it very sharp i tend to…
@rollin - Thanks.The concept is of Michael See.Yeah I get your point.Thanks for the feedback. :) @Killswitch - thanks man. Yeah you are doing it right.Well the trick behind that is to make sure your base mesh(the one having no turbosmooth/meshsmooth on it) has a good distance between the chamfered edges if the edges are…
I meant brachioradialis, not brachialis up there, my bad. I updated it. Regarding the skulls, I was actually talking about the mesh resolution. Should have made that clearer. It's not uncommon to give some areas more resolution (both mesh and texture) if it's clear they'll be seen from a closer distance or have more…
Really like what you have done. You could make some scratched and damaged looking ones. The only bit I don't like is the Daleks base. It looks a bit too sharp and angular (and maybe low poly?). Perhaps adding some rivets to it would break it up, and softer bevels on the high poly so the angles dont seem too sharp. And do…