Yup, i know. it's easier for me to extra flatten on highpoly and smooth some stuff manually. I know, since that crazy chest-courier. i'll clear it up with the Valve guys, but still
Thanks for insights. The issue is more with the normals changing than uv's. I've removed some edge lines that really change smoothing so I have to reconsider the high compare to my lod1.
Hey, you've got to fix the smoothing on that thing, not to mention that there's bunch of similar masks done. Also, you can just carve out the eyes and try to match them with the original WD eyes
I see now. But instead of making it smooth, try making it having something like overlapping layers. I'm sorry if I sound like I'm making you go and redo your work :(
That's how damaged paper looks like use it as reference i've got a question about lowpoly. If i intend to use smoothing on whole surfers, does this mean that i need as twice lower vertice count?
@toby.rutter Thanks, that will help. Actually for modeling i prefer using modo, and... it has no smoothing groups technology, as far as I know. I guess it's time to switch to maya, at least for baking and texture transfering processes.
Here is a naga weapon WIP. I am a bit conflicted over the detail though, i cant tell if its too bland, or if its just right since everything is metal and smooth. Critics are welcome!
Oh, that's not good. So no smoothing groups, and the texture limit =s. Queen of Pain is 512x512 and 4x 256x256 (hair, shoulders, wings, weapon) already, so I don't actually have any spare texture space.
Go into Brush/ Auto Masking and activate BackFaceMask. This has to be done for all the brushes you want to use, even the smooth brush. I usually have this button on my UI so I can quickly toggle it on and off.
It definitely needs a bit of wear and tear though, perfectly smooth surfaces are pretty uninteresting without something to break them up a bit. For something like this, you wouldn't expect it to be shiny and new so rough it up a bit!