If baking synced average(mikkT) in SP then you can set all smoothing to be 1 group. Don't export tangents and binormals with .FBX, and upon import, let SP 'compute tangent space per fragment. This is a true averaged bake and you don't need to worry about hard/smooth edges. The mikk tangent basis will take care of that.…
There's some work that needs to be done on the model to get this result. Because the surface isn't as smooth as it should be, you'll get a lot of bumps instead of a smooth gradient like the previous image. Plus your missing a lot of clean hard edges and straight lines. Don't be afraid to to break your model in several…
Not sure what you entirely mean. If you're saying to make LOD1 you'd remove edited normals and replace with smoothing splits, then that just seems a bit too time consuming and tedious. Yes there's no difference between a smoothing group split and converting it into a single chamfer edge, as long as you don't have a UV…
Nice tip Rhino, Ive never modelled from a photo before but Im sure I will have to at some point and thats a very good point. I agree that the ears look way too far back. I think you should model the hair in aswell since there is quite a vast volume of it there. At the moment the hair just looks 'stuck on'. Also, Im…
Whaaaaaa? No, really i have no idea why someone would ever tell you this. You generally want have the normals on your lowpoly mesh averages(ie: soften edges) and only use hard edges when you run into smoothing errors. Theres tons of into documenting normal maps and how they work if you search or browse the stickied threads…
Its coming along! I wouldn't worry too much about the smoothing on the vent pipe, its probably not unwrapped yet and the smoothing is breaking where the UV seams are, once its properly unwrapped it should be ok. Yea keeping to a grid is key. In max I snap each objects local pivot to the grid and then snap the tile edges to…
I'd seriously consider redoing your layout. Straighten all the islands, detach all the edges that fall along smoothing group borders and then pack them again. your loosing what must be 40-50% of your texture space to bad layout. 512 or 1024 should be enough for this. So far as the rock goes I think your putting far too…
It's a virgin hammer made out of cement, that has only recently killed a bright red paint can. Suggestions: If its metal, work on the specularity. If its stone, work on the bump. Either metal or stone, bevel the edges and smooth it out. We aren't stuck in 1995 and the extra polys won't kill someones system, but they sure…
I have to say those are some awesome models, Jake. Much better than I could ever do (but then again, I'm not planning on becoming a modeling & texturing characters;) ). Having said that, for the spider guy, his skin does seem a little too smooth and flat. Take off the specular and normal mapping and revisit the plain, base…
hope you dont mind, here are some quick crits before i hit the sack. they aren't ment to sound cold. i'm just writing them fast. 1) The head is to tall all together you could scale it about .75 on the y axis and it would come across as better. 2) the nose bridge is very wide, and the nostrils are slightly wider than the…