Looks really excellent... good bake, good materials and details... only crit I could really present is that the polygon density is a little inconsistent, for example the curve on the top of the receiver, compared to the trigger guard. Very good work.
Yeah it wasn't my green channel at all. I fixed it by making those bad faces a single polygon rather then relying on symmetry. Had to redo the WHOLE cage and rebakes just because of it. Surely there must of been a fix for it.
found that one on Deviantart and I'm pretty much basing my model on it... The base modell is at 1176 polygons, but I have applied a turbosmooth modifier, but I will probably take it away once I get some textures on him
In no particular order, they all kinda cycle through my mind as I'm modeling: reference, large to small shapes, topology, silhouette, different camera angles, glossy material, minimal excessive polygons, support edges, counting/math
Are you sure what you are seeing isn't the back of the polygons? In more recent versions of Maya, the default display for the inside of mesh volumes is to render black. Try going under the Shading viewport menu and enabling Backface Culling.
Makkon> I am not familiar with speedtree. But if you want polygonal objects to face the camera you can use Aim constraint to get that effect. If your doing it with particles and the render type "Sprite" then they should be camera facing by default.
Agreed. I still use XSI just because I can squeeze a few more polygons into my bakes, meaning less breaking things up. Of course, you forgot to add the 'all of the above' option. =D
I know in MayaLT, Send to Unreal advantage is that it removes the export polygon limit. But after trying both, I agree with Pior. File > Export Selection, then having a dedicated folder for all FBX exports is what I use.
You don't necessarily need to merge your multiple objects in Mudbox, you could do it in Maya/Max/Blender, whatever you use. Just reduce them a bit if your computer cannot manage that much polygons.
Im a proficient Maya user that would love to learn XSI, after all those years watching what Softimage user do with the polygon modeling tools, it makes you kinda curious at how green is the neighbor's lawn.