You should always bake the full mesh, not delete half of it and bake. The reason is that when you mirror and weld it, you're gonna get seams. This applies to both low and highpoly as well. If you delete half the highpoly, the normals will be incorrect down the center seam. The only thing special you need to do is offset…
ok, took the model into UDK to see how the new shape feels. no new textures yet and basic lighting in the parts that will be illuminated by torches and windows etc. comments? i'm also aware of the seems under the curved awnings and the texture stretching on the roof. edit: arg so many smoothing errors :( will also be…
What do you mean by "normals weirdness" ? I've had some elements come in with faces flipped before. Often any smoothing group errors (hard/soft edges, normals etc) disappear when you convert to EPoly right after import. Usually running Unlock Normals and Freeze Transformations on your objects right before export from Maya…
Gotta agree with Xoliul. If your model can't stand up to scrutiny without hiding stuff in Photoshop, then the model needs more work. Keep in mind, though, that this DOES NOT mean you should always avoid things like bloom or grain if they're part of whatever you're using to render. There's a difference between presenting…
The i++ is a counter that increases so at the start its 0 and once it goes through one iteration of the loop it increases so we can iterate through an array. Hopefully I explained that well. Ill try and post some real code real soon. Also just noticed some errors I didnt catch like at the start you should be using the ls…
I have found that no matter how hard I work for a solid bake I end up with some "Artifacts" now and again. Such as what is seen in your photos most of the time I find its easier to just paint out these baking errors either in Substance Painter or in another program such as Photoshop check this out-…
Here's the finished "lowpoly" version, without any maps, textures so I guess it't not that interesting. Anyways. If you can give me any good pointers as to where I've made errors - please let me know. It's (currently) counting 2570 tris, which in my opinion isn't that much, so I will probably add some later if/when the…
Welcome to Polycount! The desert eagle is cool. You need to learn how to model properly. There are many smoothing errors across it becuase you have big Ngons on the sides. Try to keep things blocked off into quads and tries, with a even distribution of polygons. To be honest, I would start a new thread with a new piece.…
Bumpage. This is an animation showing the effect I was going for (blending displacement maps). There are some errors such as the inflating and deflation which I'm still working on. It's not as 'flash' as the previous head as I'm focusing on the actual effect than extra work such as texturing. There is a wierd spot on the…
Well if you cant team up noone should be able to give critz in the forum or pmessages about ideas and stuff because then its like they are not doing their own work... Im not serious about this but I have a point what if another forum member reminds you of fixing some error u did not see, yeh its minor but a what poit will…