Yeah, I understand that there are other ways to get this done and this does look like a waste of time and effort without context. What's spurred me into making this is the discrepancy in scale with the different methods. The environment I'm making for a game will end up with a large amount of brick and stone textures on…
Benjamin Sauder has an Edge Flow Addon similar to Mario Baldi's (bluego) Modo's Edge Flow 2.0 kit: GitHub - BenjaminSauder/EdgeFlow: Blender tools for working with edgeloops
Its def. looking better imo. Now I would give it what I call a blob pass, where you add a slight random cloudyness to your textures. I have a cloud brush I use for this in photoshop, but you have to make it really subtle. This will make your textures look less flat. Also, did you really look at that link I sent you?…
"And I got really good results in my bakes when I started using Cages throughout this tutorial." I hope I am not going to sound like a jerk here, but the first step for you to determine whether or not they are "old news" would be for you to investigate and understand why you suddenly got good results out of using them. And…
I really like 3ds max, I only use 2009. Because as some other people mentioned I find 2010+ up cluttered. the UI doesnt make sense. I like the number of plugins and scripts available for max, the community is big and there is some really cool stuff on scriptspot. Also I use a lot soulburn scripts, that helps a lot. I…
It's not smoothing groups. Unity only supports 1 vertex color per vertex. So, you cannot color per polygon (which causes hard edges in vertex color, because edge vertices are then storing multiple colors). If you want hard edges in VC, either chamfer the edges with tight bevels (not recommended, long thin triangles are bad…
The trouble is that the edge selection is the part that takes the least amount of time (and doesn't break unless there are broken SGs in which case the whole inset-by-SGs concept breaks) - there was basically no difference from making chamfer pick edges by smoothing group and setting my own set of edges (which also…
Holy tight edges! You really need to watch your edges, right now many of them are so tight, it makes baking a normal map sort of pointless. You can already see aliasing going down on a majority of your edges. If you don't mind, a paintover highlighting just a few of the edges. Really important to keep the fundementals of…
This is looking better but still lacks proper edge flow for a head. This head is looking very dense right now which isn't helping you out which makes it harder to make changes with so many edges. Keep it low until you get good edge flow. I'd take another look at what bbob posted and just google 'head edge loops' or…
When you have a hard edge in your low poly, you should split the UVs at those hard edges. This is usually something you do for hard surface items. I don't think you need to do this for your current character. So I see hard edges on the collar and the edge of the mask...I would soften those and rebake. Padding refers to the…