Yea, try using MentalRay or xNormal, gives you way better results. I know it's a lot of extra work to export all those highpolys/cages to xNormal but it's worth it, had the same "fun" with my P90 :D
yeah, a Ao map supports the effect of a normal map and the other way around. I'm not a fan of crazybump .. in my opinion, it seduces to be lazy. Compute a specular and normal map out of your diffuse isn't the right way. The best thing would be, see for you self and experiment. As mentioned earlier, i use xnormal to bake…
Hello together, first of all, thank you for taking the time to view my work. This is a gun i have modeled for a 1st-person shooter project, and wanted to upload the progress of my model here for feedback. This is actually my first weapon of its kind and also my first hp that detailed. I'm looking for feedback on the…
Those screws beside the buttons need more sides. At the distance/size you'll see it in game, the segments are really apparent. http://i.imgur.com/V2MG9.jpg that's battlefield 3's sight for scale comparison, you can see that at the same size some of your details still look blocky. You also need to add support edges to that…
Usually the scope is right in your face, so I would spend a few more tris rounding those screws and the top corners of the scope there, just so it flows nicer. Remember that you would be pretty much looking directly at this area, and whats the use in a high quality asset if its gonna fall apart on the main area you look at?
is there difference between an AO map and normal map? I know normals add details to a less detailed object but you said an AO also adds depth. Is there a big difference between the two?