It looks good! One major issue I see is where you're merging all the edges to a single point in multiple places. Violins have curves in those areas and the way you have the topology will make those areas flat. You could have just had the edges span from side to side without merging them all to the one point, and it…
Don't remove edges that are borders of UV islands, don't use tris, and keep edge loops flowing. Also using a small separate part of the texture map specifically for some parts of the LOD (ie. the front section of a truck might be made of separate elements) - I've always kept a small portion of the the texture space free…
Looks awesome, really nice. Marmoset helps the clear-coat lacquer look great too. My only crit really is that while the wear you've added looks good, it's more likely to be worn on the opposite edge curve which would be the top when worn/played as the players arm goes over that part and watches/bracelets would cause wear.…
Ohh, ZBrush? Small hint then. First of, when you're finished with the lowpoly, make another version where the edges are evenly distributed. So, just whatch out to have almost all faces in the same size. Don't forget about the support edges neither. And last but not least, if you have borderedges ... hook 'em up with…
AA sampling is just a post process effect for the viewport. I'm not sure if it effects rendering or not as I use Maya LT which doesn't do rendering. It cleans up jagged edges. I believe this is purely for cosmetics in the viewport. Smooth wifeframe shows a preview of your meshes wireframe if it were subdivided (smoothed).…
Skillmister: Thanks for the compliment. The spec is still a little high on my tiles but it does add a lot of depth when light hits the edges. A cool trick is to add a stylize>find edges filter to a copy of your normal map in Photoshop. Then desaturate and adjust the contrast for whatever effect you are going for. It will…
Ben Apuna: Thanks a lot for the links, watching some of the videos posted on them right now. PredatorGSR: I think I am learning quite a bit right now, getting a bit of a grasp. By hard edge, it just means >90 degrees right? Because obviously I am trying to get a soft, beveled looking edge. So do you know how to change…
Everything you have so far is top-notch. I'm not a fan of using airsoft rifles for reference, but that's me. Argued with plenty gun nerds here about it :) What they mean about the tight edges, is if you bake the normal map, you want to make sure that you have a few pixels width on each edge so it can show correctly. I know…
Edge scratches shouldn't be equally applied on all edges. Ask oneself if this was being handled on a daily basies, would the surface that's not grinding on the floor receive as much damage as the corner floor edge of the box? Mechanically the folding plates don't work, especially if there's objects on there. Rethink how it…
Looks pretty good. A nice interpretation of the concept. Would be nice to see the wires on the highpoly for presentation's sake. There are a few spots on the high-poly that still look a bit faceted. Mostly where the flat plate like piece connects to the glass. Turbosmooth can be a bit of a pain sometimes, but if you are…