Itismario thats looking real good! As for your smoothing problem, I'm not sure how to smooth edge borders, but have you tried dropping a sub div level, smoothing the edges with smooth brush, then using 'reproject higher' to bring back the higher res detail?
Theres a bug in the current version of Unreal that cause vertices that are on the very edge pixel of the UV space to get clamped to the opposite side of the window, resulting in what looks like a garbled mess. Try giving your UVs some padding around the edge and see if that helps
I think the biggest issue with it is that it doesn't look sharp. I would say make the edges along the bevel and edge of the blade harder, maybe make those notches toward the back of the blade a little less rounded too. Texture looks pretty good though.
Agree with Oniram, if you've built your HP reasonably clean, just duplicate the mesh and start deleting and collapsing edges. Something hardsurface like this with straight edges and cylinders isn't going to do so well if you're manually re-topoing by placing new verts.
Hmm, hard. You'd need to lay out each face with the surrounding edges touching, then make a + shaped selection and blur from there. Maybe extending out the corner /edge pixels. How much blur ? Blah, pictures worth a thousand words - this is how I'd do it :
nawwww can i take him home and raise him to be big and strong? he might benefit from a bit of a stronger rim light for the horn area, especially with the leaf behind, I cant help but look at where the two are touching as its edge on edge
love the atmosphere you got going there. I think the water looked better in the previous renders though ,also the harsh water edge is kinda bothering me, maybe you could fade it out a bit more? or maybe make some sort of proper edge for it?
Uhm... create the lace details all on a straight line (ie, not curved like the dress). Then go to the dress itself, select all the edges on the outside where you want the laces to go, then make the selected edges a 'shape' and then go back to the lace and use path constraint.
Thanks for feedback Perna- i used control edges for everything but they must still be too close/tight if you think it looks sharp. Something ill have to work on next object for sure as im still trying to figure out proper distance for the control edges
hmm I think you need to add more edges to your base cylinder before you add details and support edges. I suggest you read this thread: http://www.polycount.com/forum/showthread.php?t=56014 before someone post "MOAR GEO" :)