Hey Harl is back! You may get random pixels in the normal map bake, at least I did when I did this. If so here are a couple solutions, plus an example pic... http://wiki.polycount.net/NormalMap#Solving_Pixel_Artifacts
Thanks Crazy Pixel. I have a bit more progress here? I relaxed the mouth a bit so that it would give a better result when creating the low poly and I also started sculpting some details.
Most porbably you have the minimal sampling set too low, bump that value up to be higher than 1.0 ( the higher = the better ). MR simply undersamples your wires and thus looses some pixels in specific areas..
@Chimp Thanks! That´s really encouraging to hear you mentioning breath of the wild and Zelda in general as it is one of the main inspirations, hoping to reach the level of atmosphere they pour ot of every pixel. Another one: Broken version of the bricks.
That pixelated line is acceptable, but what can you do is increase filter size in transfer maps, to get slightly softer, blurred edges, and try to increase antialiasing , or even apply a small blur in photoshop over the jagged line.
nice modeling. these knives are serious business. The wear along the edge of the blade seems to be unaligned. Looks like the whole layer was moved a few pixels. And the material could use some work, it's looking like worn plastic atm
Lovely scene and a bit grim :D Small nitpick: there's a border running along the edge of the image which is a couple of pixels tall where the dof doesn't work. It's a very minor thing but could also be fixed by a quick crop.
I think that's just one of Maya's viewport quirks. I've had that happen to me when I zoomed out from the model some. Unless you have an extremely low, or no pixel buffer area on the texture map
much better :P Also I notcied that the " black wood " on at the very top has larger wood veins / cracks than the red wooden planks . It gives me the impression that the pixel ratio is lower than the rest of the mesh.
and i would not make the trim that rectangular, what do think will come out of this? looking from the side it's only a soft bevel with 2-3 pixels height, instead of doing it with 90° shape i'd try a 45° shape