Ok so there are numerous issues with your baking process. 1) This noise around the curved edges is due to aliasing. The best you can do is try to straighten your UV shells as much as possible without causing too much distortion. Certain elements are (like circles) are always going to be a pain in the ass to eliminate…
Pretty sure that rope is just a cylinder with another smaller cylinder coming off of it. Look at the silhouette along the top. Even if you had to wrap a rope around a cylinder, you shouldn't need to be manually bending it into position. Make a proxy mesh cylinder with a certain amount of edge loops along its length,…
edit: like this gif but with actual attention paid to scale etc Just start with a plane, cut the cross shape in the bevel/extrude. If the right side mesh is what you 'started' with then I guess it took too long because you were using too much geo. Actually the simplest way to do this is to start with a plane, and use the…
okay so... you've got a fresnel node multiplied with your alpha texture and the result plugs into opacity, there are two problems i see here: 1. your alpha texture doesn't have any completely white parts, which means all of the mesh will be translucent. make any parts you want opaque completely white in your alpha. 2.…
Yeah, there are certain things you'll never get from a painted bump converted to normal map/ndo/crazybump/knald/etc. Larger forms, beveled edges, etc you really need to model a proper high poly mesh for. A painted normal can also never account for the smoothing of the lowpoly mesh either. When you bake a normal map from…
Hey looking great. Bloom on the headlights is too strong, the round halos are too regular. I'd suggest toning it down across the board, maybe 50%. Can you add a refraction pattern to the headlight spotlights, to get patterns where they cast onto the floor? For example…
Looks very good, the few things I'll mention is first that the edges (meaning your beveling) should be rounder to pick it up on a normal map better, this is a bit subjective how much you want but this looks to be bordering on way too thin. I'd recommend looking into proper practice for laying out uv islands and hardening…
My two cents: The tri count is more important than face count. What count are you aiming for? Completely my personal opinion, I would try taking out some of the edges in the torso, as its really dence compared to the rest of the body. And add some where the polys are long. especailly if your going to use a sculpting…
I think what fab-camp is saying is instead of beveling, add two edge loops on either side of the original cube edges. When you soften the original edge, you get almost a fake bevel look and don't get that many shading errors. For your stainless steel, are you going for a smoother look or one with a little bit of a brushed…
Hey! So its an okay start! I'll list some crits that haven't been said already (all of the above are valid and you should implement) - First and one of the most important! More geometry! There looks to be a ton of faceting going on in your model right now. I'm assuming your not that close to the polycount yet. - Right now…