The poll is open and you have 1 week to cast your vote for the Top 3 entries of VG Remix: A Polycount Contest. More info: http://www.polycount.com/2013/08/16/vg-remix-voting-begins/
I saw This War of Mine on my Steam list today. So great to see a game from this perspective. Definitely getting this. http://www.11bitstudios.com/games/16/this-war-of-mine [ame]www.youtube.com/watch?v=BALBUyoTxQM[/ame]
Use the Split checkbox with the Cut tool. http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/index.html?url=files/GUID-8DA624B4-32AB-473A-B5B4-77B8934DAE1B.htm,topicNumber=d30e178236
I looks like you are using 3ds Max. Try Probooleans. http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/files/GUID-7621338C-661E-4A8E-9CC5-87DC8420D51A.htm
It's likely because you're baking it as an image with 8-bits per channel instead of 16 or 32-bits. Try baking it as a TIFF file instead of png/bmp/jpg etc and see if that helps.
--Update-- 9-15-16 Basically restarted the model. I feel it looks a lot better now, but the eyes and temples look off. Maybe the cheek bones too? Advice always appreciated!
I say keep the bolts / nails as 3D geometry. I love doing that in engines that support self-shadowing. It's cheap to do (16 tri's or so) and looks cool. Otherwise, toss it in a texture.
Recently I've been revisiting the texture naming convention currently in use, and I'm at a bit of a crossroads. While this has barely any impact on the end user (modding/asset extraction aside), it has a huge impact on UX. Currently used naming scheme allows for quick identification while consisting of only three…