Gaps aren't an issue as long as they don't look bad when it's baked down to a normal map. If there is a gap, but a mesh underneath, it'll look like that part is attached to some sort of framing underneath. You can also use a push or inflate modifier to close the gaps, but leave the seams you want.
@arnov - you can edit vertex normal of your mesh to remove the shading gradient on your mesh's surface before baking the normal map. I know Max has Edit Normal modifier, if you're using Maya or some other software you can try to find something similar.
can you show the wireframe for your building. Mudbox is tries to subdivide the mesh itself, you need to add edgeloops and support edges to your mesh to control how it will subdivide in max and maintain your shape. Basically apply a turbosmooth modify inside of max, and thats how mudbox will sub-d
So you don't know if this thing was new or not, you don't know if it is perhaps the CEO's own car that was modified, you're not taking into account that VAT might not apply to promotional material, etc... It's really a bit short-sighted to dismiss things and start swearing and badmouthing them like that if you ask me.
Ok, thanks you all for the solutions you gave me. I finally find the solution. With the uvs i think i disturbed the normal of vertex. In 3dsmax, i used the "edit normal" modifier and unify all the normal. SInce that, it works without any problems. Thanks you once again :)
I was trying to use CAT animation , I have followed the video tutorial to put in place the crab preset on my model , but then when I apply the skin modifier and I go to work on the envelopes I get those weird envelopes all around .... why that and how can I fix this ?
No, the final low poly was not rotated. Just did a re-import with fbx, obj and sbm files into max - no flip or rotation. I always reset x form before export and it was the same mesh. I just deleted the tesselation modifier. Maybe xnormal scales or flips the mesh on import within the tool?
Looking pretty nice all up! For the keyboard: http://www.azfonts.net/load_font/1196841855_technic.html is a good font approximation for a lot of the earlier spherical keys. Some of the text on the modifier keys might be too large too, but I can understand that if you were trying to make it more readable on a small texture…
Let me modify that request. Enter projection master, lay down a few strokes using alpha06, open/ dock the alpha palette, and take a screenshot of that while the tool is still dropped to the canvas. My current theory is that for some reason, your values have changed once entering projection master.
Taken a fair bit of time this one, but I've managed to get the bulk of the sculpt done. Will be moving onto the main gun now but will revisit the sculpt after to ensure everything is spot on before I jump down to low poly. Proportions have been modified since the original as has the size of the head.