Hi! What kind of object is this? Probably the cleanest solution would be to fix up the highpoly and re-bake. If you want remove the edges in the normal map, you could duplicate the layer and blur it until the edges are no longer visible. Then mask in the blurred result on top of the original normal map. Of course the…
Depends a bit on what you plan to do with the window, will there be steam coming out of the cup etc. (might get a bit much as you'd have three regions of interest). Perhaps throw a light in there to get a better sense of the final scene. Nothing that needs changing right now, but the overlap of the crank with the edge and…
@TheDawnfury Thanks for that info Alex. I will say that it is a bit vague. There is a lot of flexibility in those requirements. I was looking more for polygon count limit, shading type, texture size constraints, etcetera. So if I'm understanding correctly, you must create a portfolio showcase via artstation consisting of 3…
Since my last update, I have been working on the couch, table, and chair for this scene. At this stage the table is more done than the couch or chair. I might go back in add some dings and scratches to the couch but I haven't made up my mind yet. I might leave the chair as is without adding intricate detail since most…
That's not waviness, it's a smoothing gradient from the vertex normals in your lowpoly. Those circled areas are also not the only places you have them, you have gradients *everywhere* in your map, the transitions just arent as tight as they are in those spots you circled. Gradients are inevitable when you bake a model with…
Very nicely made model, especially from a self-confessed 3d newbie. It's an old-school approach you've taken, but executed well. For animation and rigging : I'd add another loop or two around the forearm. When you twist the wrist, it'll help to stop it collapsing too much. This stuff will make more sense once you start…
I'll avoid talking about design, as the two comments above covered that. Are you beveling your edges? A lot of the edges look super sharp and could use some roundness to them. The spikes on the shoulders look like 4 triangles, but have soft edges. If you want round spikes, you should be using cones with more subdivs,…
A game-res mesh needs to be optimized for three things at the very minimum: texture space, performance, and animation. Using zbrush decimate will produce a mesh that is possible low poly enough to not choke a game-engine, but the resulting mesh will not be at all optimized for animation. It will consist of all tris, with…
I'm not sure I understand.. the hi poly, due to the definition in the edges of each piece, is around 938k. I can't possibly transfer those edges to the game res model with a reasonable poly count, can I? So, in your example you mean to have the base tiled bark pieces like I showed you in the first image and then add a…
If you create a plane, convert it into an editable poly, and go into face mode, there should be a "create" button that you can use to place vertices that will form faces once you place 4 of them. I think you would have an easier time using the edge drag method though. Place a plane to start with, convert it to an editable…