@alex_kim Ok let's say you made the low poly (you can make it more low poly but anyways) Now you make UV for low poly, you smooth the mid poly (before you removed all the edges) and you bake it.
Alex I think you have to understand that if you work with materials that are ready and inside substance painter you will only get so far. Yes you can adjust the material inside substance painter and make it have scratches and damage, but you can make your own material that is close to your reference and then make scratches…
The blue circle seems like they don't have a lot of polygons, but the edge loop goes all around your pistol. It's alot of extra geometry you dont need. So you can keep the blue circle part, but you need to end the edge loops just ourside that shape *IN A FLAT AREA*. If you don't end edge loops in flat area, you get smooth…
Although what you say might be true, do you remember how many times we tried before in messages (where i told you all your problems at once) and you didn't really fix those problems. Only in this thread we took it step by step and you understood about normal maps and hard edges. While in theory many things might be true,…
Go to bake maps and bake an "id map" and in the parameters change from "vertex color" to "mesh id" Then you can apply a color mask, and on the right side it says "pick color" and then you can pick as many objects as you want
well done @alex_kim you understand now what is low poly and high poly and you bevel edges nicely :) You can make game objects now :) Now focus on textures and importing them in game engine like ue4
Alex, do you notice the brown spots on the Fallout 4 pistol? What do you think that specific element is? If you really need some one-on-one help, feel free to email me and we can set up a Google Hangouts time.