This means that some of your normals are inverted, this usually happens if you duplicate some part of your model. It's an easy fix; Go to Display>Polygons>Face Normals Your model should show some green lines poking out all over the place. You want the green lines to be facing outwards from the model, select all of the…
That looks great! Actually slightly reminds me of the Sharpened Volcano fragment from TF2 :) You're probably looking at polycount, while the source engine (and most others, I think?) use triangles. So exporting as a SMD will split all your polys up into tris. Maya and 3DS, and I'm sure the other programs do too, have a…
Why go so angular on that high collar? The bulky polygon-y shape looks really off. Try rounding it up, with more concave shapes. Reworking those frames to make it look lighter won't be a bad idea too. @Tairow: The ingame screens don't do justice to the texture work, try maxing out the graphics before taking them. I really…
Guys , I had few question here . 1) My AO There is a rendering error ( I have a very hard time in explaining , but it is because that the curve in high poly is smoother that lowpoly ) For reference purpose SOOOOOOOOO , should I erase the grey part ( below the curve ) in my AO map ? 2)My lowpoly currently has alot of…
@motenai: the high poly is looking great. Please try some color variations, It's really boring to see all his sets in the same color range. Btw, good luck fitting those details in the polygon budget. on beetrootchan & vlad issue: Maybe this is not the place to discuss this as vlad said but I know a lot of people are…
there is two different smooth in 3d the mesh smooth and the normal smooth mesh smooth is hw you divide you poligon in smaller poligons, so a quad becomes 4 quads, then 16, then... when you smooth the normals you mantain the number of polygons and reduce the number of vertex normals each vertex has at least one normal, if…
O_O really? well thx :) smoothing is a good advice. gotta read into those smoothing groups i guess. additional I need to check the shader masks again, kinda looks a bit to shiny in my opinion. need a more woody look. and i gonna rebake the maps in a higher resolution. the eyes are actually caved in cause i wanted to…
Hi guys, this thread is awesome! Some really good submissions so far. This is what I've been working on for the Tidehunter. Let me know what you think, I've never submitted anything before but am reading up a lot on how to do it. I tried to meet the polygon and texture size requirements. I don't really understand the whole…
for my courier im doing a manta style and a spear on the back, and on the edges i got a problem like smoothed normals in a big angle like this on the right but the strange part is that i tested with smoothed and hard edges and the way that i got it correct was toning down the intensity of the metalness on the masks, the…
@Toyoka: I'd go with a baked normal and skip any geometry, I think the small size of the dagger ingame and how the strap is positioned don't justify those extra polygons. *** In other news, I've bought a new computer and decided to give the workshop another try. It's a courier I'll be doing with pen0r, and it'll be part of…