ok two things to look into -smoothinggroups/hardedges for those shading issues -consistent poly placement look at what details you can fake in the texture
I Made an ARTSTATION page :) take a look and feel free to add me : http://www.artstation.com/artist/TomDelboo Here's another handpainted piece. From own concept to rigged and skinned model In the meantime I was also making another character for a game-project. This is a WIP from now (diffuse is not finished yet) Only…
Split both halves into their own smoothinggroups, so that you'll get a hard edge where the mirror-seam goes, bake it like that aswell, that should remove any mirroring artifacts.
but there should be said settings (smoothinggroups and tandents) in the fbx exporter? also about skeletal meshes, as the question popped up, did you use fbx or the old skeletal mesh format?
just place smoothing groups, add a turbosmooth on top, set it to use these smoothinggroups and then put another turbosmooth on top, now you can tweak the iterations of the first turbosmooth to tweak the sharpness of the edges
double smooth anf quadchamfer both read smoothinggroups, so all you need for a very solid base is a shortcut that applies one SG to your selection and BAM the borders of that selection are sharp
well before I got your PM I already read this thread and r_feltch_r's comment ;) copypastepixel wrote a initial great script to export a OBJ file with some default modifications using binary hacks http://www.polycount.com/forum/showthread.php?t=71230 I used parts of his technique in TexTools for the…
Yeah, I've seen so many cases in games where normalmapped assets has been baked on a mesh that was just one smoothinggroup, and even with some more edges, it's hard to keep the shading perfect. but with this method you always end up with the perfect bake, and perfect bakes are a must, since shading flaws are very very…
so i guess the next big thing to improve the workflow would be the abaility to select the hardedges in between smoothinggroups to apply edgeweights. This way you could do the blockout with smoothingroups and then go in and define different weights.
Use exportFile command. exportFile "Path" #noPrompt selectedOnly:true using:FBXEXP You can set the settings by loading class like pluginManager.loadClass FBXExporterFBXExporterSetParam "SmoothingGroups" true.... if you are deadset on using the UI, look into UIAccessor but seems redundant