How close the corner of the door is to the edge of the wall is bugging me. Visually it's a tangent, and I'm pretty sure it'd cause problems from an engineering standpoint. The sharp edges of the stairs is bugging me too. The extras polycount from beveling them shouldn't be a problem.
ok working on getting this building done tonight, but wanted to get some feedback on the work so far. Added some chamfers to some of the edges of the buildings so they aren't so sharp and adding more dents in the geometry to get rid of that sharp edges look.
Chase down that edge on the passenger door, there's an edge that needs clean up. You may want to use some variation of th double Fresnel effect if you are doing a solid color car, and then maybe a double cube map for a matal flake effect. Scott
I think Mudbox doesn't respect hard/soft edges, it just displays everything as soft or hard depending on what display settings you have. In this case the cylinders only look right because they're subdivided a lot, while the box isn't (at the edges).
The first thing i noticed above all else was the use of hard edges instead of baked normals. I don't know if that's what you did, but hard edges ruin specular and the overall look, imo. You modeled a high res and didn't transfer?
Are you baking your normal maps in blender? dont bake your normal maps in blender. Its nasty and creates black edges when there shouldn't be black edges. Also set your model to smooth. That thingy in your edit mode next to solid.
Oh this is awesome. The edge wear looks really nice. But for a robot with all that edge wear I would expect to see more paint discoloring/dirt/grime on the rest of him. Looks like he's been around awhile so it seems like he should be dirtier :)
Looks cool. Are you just doing a high poly? Almost all of your edges are the same thickness. I would consider making some edges more beveled and rounded than others. This could help make things more interesting and add a bit more variety.
your getting the pinching because you reinforced the vertical edge loops. I would say add some centered edge loops vertically around the corner so you have more sides instead of your two sided corner. That might help a little bit
Simple; it's just the smoothing groups. That object doesn't have any (hard edges), and the render to texture tries do its best... but normal map doesn't do magic. There's no way to smooth a 90º angle. Try smoothing the whole object, but you should definitely chamfer the edges.