Great start! Agree with everything above. On the note of bright highlights every edge you have has a bright highlight. It is making your edges look to uniform. I would break up where the highlights hit the edges. Especially on the metal it will only receive strong highlights from the main light sources.
Looks good, especially the head on the first one. I think you could collapse some edges on the side of the mouth that are extremely close together. Also, I'm with ninja's on the anatomy and contrast, they're very dark and blurry. Use some hard edged brushes and get some more lost/found edges in there.
http://www.2shared.com/file/8942469/480ef93d/rco.html theres the .obj by the way i have tried breaking the verts, seperating the edges and re welding them and that doesnt help the problem. only when your Control + backspace a edge then re cut it does it begin to resmooth instead of being a hard edge.
so, I've got some roads and I've got the edges of the roads(mostly) marked out and I've got little plots aligned with the edges of the roads I think I can see where this is going.. Does anyone know how (or if) the LandscapeTexturePatch component works? I've got the circle version working. The code made my head hurt when I…
If it helps, neutral eyelid positions are typically: bottom lid sits at the edge of the iris, and top lid rests half way between iris edge and pupil edge. Since you are doing a stylized piece you could also scale up your iris and pupil texture to meet the lids.
You can mix hard and soft edges. You can select edges and go to Mesh Display > Harden or Soften edges. You can also automatically smoothen by angle, by going to Mesh Display > Set Normal Angle, I would try about 20 degrees for your mesh.
Maya is not synced to UDK anyway, and with you having hard edges but still having those hard edges still connected in the UV map there are abrupt shading changes on your normal map. Rule of thumb is wherever you have a hard edge you should have a split in the UV map.
Christ, was Mirror's Edge this year? (on PC, where the FPS belongs :D ) That's a dead heat between Borderlands and Mirror's Edge for me, then. Borderlands probably just peaks it by being so addictive and fun... but Mirror's Edge was brilliantly done and I have to support people doing new things like that.
Wings does have hard/soft edges. Select some edges > right click > hardness > hard/soft. Also you can auto smooth based on edge angle: select something in body mode > right click > auto smooth (use the little option box to set the threshold).
I have a low and high polygon model, all vertexes and edges are welded, a single smoothing group applied to the whole mesh on both models. Everything up to this point looks good. I UVW map the low polygon model. Generating the normal map from 3ds Max and the normal map does not tile along the UVW seam - the normals look…