That image is from Blender and it's hiding the actual vertex count (other programs do the same). Both cases are point-centric and both those cubes have 24 vertices. The image should actually be this: Vertex attributes are interpolated across the faces. If you happen to need a sharp change in one or more of those…
Your hi-polies looks cool, but can't say the same for the lows. If you're intending to bake your hi-poly models, then you should make the edges bolder. I see all of your hi-poly models have too sharp edges that wouldn't translate well into lowpoly. I think you can give the eotech another chance, with some higher poly…
Increasing the tri count doesn't change the shape. You're still only getting reflections on a flat plane. Refer to the image example in EarthQuake's post. The cube and plane don't have as much detail in the reflections compared to the sphere and cylinder. Your spec map controls the brightness of the reflections and your…
I have no idea what a 'sonic screwdriver' looks like :) you should post a concept or a pic. Straight away It hits me that your edges are way way to sharp to justify baking them. Fine sharp edges wont show in a normal map, its a good idea to add some extra bevelling to your models even if its 'off model'. Modeling stuff…
I'm kind of new to this, but I'd check your low poly/cage and see if there are any smoothing artifacts there. If you check your normal map in the problem areas, you'll see some jagged edges. If you are using Blender, try the Edge-split modifier. Be careful as if you set the angle too high, you can harden round areas. I've…
How is that? I realized that I had something called the sharpness clamp on while exporting these images as targa files; I believe that was what was causing it to be rather grainy. I am not sure if is dynamic enough for you dudes even though I did extend the legs as suggested. I also figured out that the holes were…
Thanks! I sculpted the shoe making sure to detail where the cuts were to go. Then I took it into maya and build a lowres mesh making sure to follow those cuts. After that I extruded in layers starting with everything selected except for the cloth sides. Then deselected the next layer from the bottom and extruded again and…
Youre not gonna bake it down right ? Milled aluminum or steel whatever it is usually has a really sharp edges depending on the surface, and all your edges look kinda game ready. Like no normals lowpoly sharp, the edges are microscopic (well theyre done in CAD apps and they dont model edges for many parts with their nurbs…
Visceral: Thanks man salacious_Crumb: so far its been plane extruding, welding, soft selection and some smoothing with sculpting brush in Maya. I Started with planes by matching the angles to the concepts. it was kinda complicated cuz there is a slight top down perspective to the conceptart. So i had to use Lattice(FFD in…
Ah, I see. Is on left lowpoly with normal map applied, on the right lowpoly mesh shading? Personally, like to reduce the mesh shading gradients for such objects so that the normal map has less to compensate, keeping its limited bit depth in mind. Whether mesh gradient will actually come through also depends on the final…