Another great script from Ariel Chai It bevels the side edges of a cube into a cylinder. select two edges and run script ! Download: http://www.svartberg.com/files/roundSquare_v0.9.zip
Put the seam along the actual model seam you sculpted in the Highpoly. Cut in a couple edge edges so it follows that line and bake, then u probably won't even notice it.
You might want to make the wear on the leading edges more consistent along the entire edge. You can also add scorching to the underside if it's been re-entering the atmosphere.
Well, ToxiQ already pointed out most of the accuracy issues. The edge of the back of the dust cover should be a much softer bevel too, not hard edged like you've modeled it.
Looking solid. The one thing that sticks out to me is the faceted edges of the rug under the pool table. Right now it looks as though the edges are cut jagged at certain points.
Baking normal maps from edge creasing I assume for game meshes ? Can you convert edge creasing to polygons ? I still think it's better to model the geometry.
Nice. There's a couple of hard edges that would possibly look better softened but other than that looks really good. Edit: Forgot to mention, the hard edges are on the pommel and the hilt of the sword.
An easy way to create the sharpened edge look is to create a second metal material, just like the rest of the blade, but increase the roughness a little, and just paint that onto the edge of the blade.
Do our assets have to be watertight? Can I use edge split here and there or would it be best to microbevel and use support loops to define the edges of our models? Thanks!
I just discovered after hours of frustration that you have to turn off edge padding for floating geo in max or you get weird edge bleeding in your bakes