There is a few things to check first. Be sure object is smooth shaded and auto-smooth check box is checked in. Guess it's all set already based on your screens. The next thing is Blender with most of it's transfer ways looks like borrowing normals from source object face normals, not vertex ones. Bet it's basically regular…
Yeah the rock materials are far too smooth. They look almost like polished concrete right now. I'd suggest adding a detail map so they get some extra noise. They're beautifully modeled though. In fact the whole scene looks too smooth to be a ruin. There's not enough roughness to everything. I prefer the more yellow color…
cool stuff. Remember you can always use bevel tool to smooth things out, try not to rely on smooth poly too much especially when doing hard surface. I dont know if this bit here is intentional or not, but you can soften the edge normal to make it look not so edgy. I don't know where the second image came from, but it…
What you can do is set the Envelope to .5 (and adjust as needed later), Weight Threshold to 0, and turn off Auto Threshold. It's better but not great and is situational. I also just noticed that two attributes get added into the transform section of the cage object, dropoff and smoothness. I use wrap fairly often for…
Okay, nice concept to go off of. It sounds like you are trying to deviate from the concept and make it your own? I feel like you will definitely need an area where the free-hand (not on trigger), can support the weight of this gun. In you concept, it looks like they have that-and it serves as a handle and some type of a…
Yeah maybe your UV Shells are toooooo long, and the Smoothing Groups cant handle them anymore. Dont forget to cut them when you go over 90° Corners in your Geo. Or even less then 90°. The shorter your Shells are, the better they will handle tight Triangles, LODs...and so on. But you will also have more Seams which you have…
Nice improvement with this last one. I'd definitely suggest bringing his pectoral muscles down. Your character is clearly very muscular, so one could assume his pecs would be larger. Note how they come down below the top of the bicep. Edit: Might I throw in that you're still probably working at a higher subdivision level…
You have to put a split in the uvw aswell as in your mesh to be able to get correct tangent for a hard edge. Because of mip mapping, you will need to offset your uvw islands a couple of pixels. And then rebake this. Beyond this, it's quite a unefficent way of using a brick texture. The corner grouting is something you…
The stroke thing is annoying, but I am really happy with it now. I do better stuff in 3.5 than did in 3.1 somehow the sensitivity is more twitchy now and I reduce the strength of my brushes to about 10 then change my wacom settings so I have to press on harder. I actually stopped using the standard brush though and use the…
Well this was the reason from my thread :( How to get the proportion right, a technique i came to learn is to compare 1 object from the picture in relation whit another near it and identify an legacy object where i know it's real dimensions (ex. the seat - the length of a body) .. 1. I modeled at the fuel tank a few hour's…