It's good to be blocky when you block it out. I didn't do that and my shapes are a bit off proportion. But when you start modeling the shapes in detail I learned from Bradley that you should use the seams in the shell in the concept to let your loops run into so that you don't have to connect them all back up, which is…
One thing you can try is to use Batch Bake and bake the AO to vertex color, and then use Paint Vertex Color Tool to export the vertex colors as a texture map. Baking to vertex color is super fast even when you use 256 rays, but you may need to add some geometry to your model. You can set the Paint Vertex Color Tool to…
FrankieD - Thank you! So I realized I had smoothing turned on for Tibber's lower teeth so his poly count was off. He is quite a bit lower. I might add some more edges here and there to smooth some corner out. Been working on textures. This is the diffuse so far. I baked out a global ao, an ao and an overall gradient and…
Thats not a very good idea, firstly because its faster to simply fix it/model it better in 3d(and if not, its good practice). Secondly, fixing/painting over errors after you bake is a really bad idea for a variety of reason: A. Its simply inaccurate, what if the area you need to tweak has a gradient to account for…
Maybe so man, but Capt H is right. How long youve sculpted at this point has no bearing on the point hes making. Turning down your sibdivs and trying to get as much form out of your poly's as possible will make you look far less like one of those noobs who cranks things up to a bajillion pollies and exposes a massive…
You could do a spline, but I don't know if it's any easier really. I'd personally probably just make a cylinder (4 sided would work fins with smoothing) and just rotate segments as I went (do half/mirror). A little bit of a pain, but shaping a spline in 3 dimensions and extruding wouldn't be any easier imo. I don't deal…
downsampling means you render at a higher resolution and then shrink the image to your display resolution. NV/AMD have settings in their drivers that allows you to run games at higher resolution than your monitor supprots, and some games allow it natively. It's essentially super-sampling anti-aliasing. Where regular…
Ditch the extra edge loops around the purple object, you can fake that hard edge with smoothing groups. Keep in mind that every quad is 2 tri's, so having tons of quads will run up your budget very fast. Split them down to tri's whenever possible. Also your handle (the green object) doesn't need to be more than 5 sided for…
If you look into your normal map you see that the texture itself includes this "bending". The segments in the normal map should look the same from top to bottom in your example scene. My guess would be that you might have baked the map without any phong- or edgebreaks - e.g. a model with smooth normals. Afterwards you…
The wood texture seems noisy, and I'm going to blame putting the grain into the normal map. Unless wood is very weathered, it is fairly smooth, with only a subtle displacement caused by the grain. This is especially true for painted wood; the paint tends to smooth out the displacement even more. The paint color itself is…