Care to show your work? It's hard to help you without knowing where you have exactly failed. Have you failed in the baking process or there's a tricky shape that needs to be done by floaters?
yeah but apparently it messes up some of the graphite modeling tools, do that at your own risk. I guess it shouldn't be to hard to script a floater or pop up as the old style of modeling in max.
I used a high poly sphere and cut into the model in order to achieve most line work, there are floaters like the bolts and the main pieces on the ends. Update: Added the smaller eye to the Head piece.
Thanks Mant1k0re, I didn't notice that with the table. I have a couple of high poly assets started - including those side panels. They're all modelled in, but there's no reason why you couldn't use floaters.
Thats the highpoly atm, i used floaters this time : Thank you for your help, Its really helpful. I think next time i will start with the highpoly, that will make the workflow easier i feel...
I don't see any connecting edges on the high for the indents, so I assume they are floaters. In that case I guess the normals could be inverted or the cage doesn't extend outwards enough to capture them in the bake.
the muzzleflashes rock Problem with your run animation is that the pelvic origin is only going up and down rather than along with the rest of the body making it look like a zero-g floater or someone stuck on a swing.
In a realistic case, you would just model a low profile floater that bakes the same info into the normal map. You wouldn't use the whole nut and bolt model shown here ... it's way overkill.
The part on the front should be left entirely to the normal map. These kind of details are perfect for projecting onto flat surfaces. As for the AO shadow on the right, thats exactly what it will look like with a floater. See here