Update on the plane ive reworked quite alot of the textures im planning to reduce the sharpness to the exhaust its abit too sharp and plasticy atm always looking for critique :)
Hi cromadbomber, here's the object in blender with that same object. You see the loop is also "hard/sharp" and has a crease on it, but when subdivided it keeps the loop sharp but still subdivides it.
Wow. The character sculpt looks great. I would watch the sharp edges you've got on that hand gun. They might be too sharp to transfer to enough pixels for the normal map.
Another thing is the sharpness of your edges. Your high-res mesh has sharp, hard chamfers whereas the cube bake you're trying to replicate has rounded, soft bevels.
looks cool, the only crit I can give is the texture is a bit overly sharp. like you went to heavy on the sharpen filter and ended up with sharp noisyness in some areas.
Just one seam going down is all you should need, and the loop around the mouth, because there is a sharp angle there. you need seams at the sharp angles to flatten stuff out.
A WIP girl I'm currently making. Playing with the edge sharpness in blender to get a controlled low poly feel with sharp cartoony features. Gonna see where this style takes me.
Hi! Your sharing to little information. What do the texture sets look like, how many are there (cornea separate from eyeball?)? Are you applying the texture to the correct set/ material ID? Does the mesh have multiple UV sets and the wrong one is being used? Ideally share files, then your issue can be reproduced no…