Try this. Apply the proper UVs to your low poly mesh Bring in your low-poly mesh into Zbrush, subdivide it and re-project the highpoly mesh onto the lowpoly mesh. You now have uvs on your high poly mesh.
There is no special need to do things on your highpoly, if it looks good/looks like it's supposed to then it's good. no need to set smoothing groups on that. on the lowpoly SG question, generally no, read this (wich is at the top of this forum) http://www.polycount.com/forum/showthread.php?t=107196
Try setting the Object Properties of your lowpoly mesh to turn off "cast shadows" and "receive shadows". It looks like your lowpoly is occluding your highpoly here (which seems like an oddly common problem in Mental Ray in Max).
Looks like you need to first give It more space, if not, try adding more detail to that area or depth to the highpoly so the normals can project a better quality, maybe overlaying a dupe of that normal map at 50%-100% will help try that.
did u select the highpoly ? if its more than one object, you need to create a group with all parts, and select the group.. i think it would be easier if u posted a screenshot or something, wer all fumblin in the dark here
You should give more love to your normal maps, they all look baked directly from the texture in Crazybump. make some proper normal maps from highpoly models to pieces like the Diesel Tank or the metal planks of the Barn.
Awesome work, Strangefate. You've become a hell of a lot better in the past few years. Compared to your earlier work I'm used to (custom dungeon siege models, etc) this is far above it. Your highpoly work is outstanding. Good stuff
if thats the case try to make like the runes were scratched on, search for some references of wood with scratches. Also i can see you used crazybump to make the normal , meaning that it isnt a true normal map , try model an highpoly.
I would suggest that you do some texturing on the untextured Environment-Scene. Also some low-poly versions of the guns with baked normalmaps and textures will show the whole process of Asset-Creation, from highpoly, to low-poly model with textures.
Hey everyone! I've been playing a ton of Valorant and wanted to recreate my favorite knife from CS:GO in the stylized/Valorant style. Critique is welcome for any aspect. Tri count is 2.9k with 2k textures. More pictures with wireframes and highpoly are on the artstation post: https://www.artstation.com/artwork/WKmzOQ