@awesome welles You expect a thorn apart comments?..so here goes.. The gun texture doesn't really looks like a metal with the red/ white color you have currently, so shiny and smooth, looks like a brand new toy plastic gun. You can of course put some nice scratches in some place in the diffuse texture and a lot of…
Oh sick. Didn't expect this to go back to the top lol. For the Camera I initially did a run through, but it was just to stop and go, stop and go. Nothing smooth in it. I went for a camera cause it was smoother, but bloody, if you key it at a certain point, the thing does a 360 spin and goes nuts! I tweeked it as much as I…
As I remember we've discussed these kinds of smoothing errors backwards and forwards before, but I can't remember if there was ever any resolution besides adding more detail to the low poly or using smoothing groups (blech).
looks good, only real problem I have with it is modelling/app related not texture related. The normals/smoothing groups on the gas tank need to be smoothed.
Your getting a problem because you have a ngon there. Remember to try and keep everything in quads so that when you smooth it it will smooth with no problems atall :)
^ Post your UVs, baked normal map, and smoothing. If you're still having similar artifacts as above after those mentioned changes, I've a feeling your normal map has gradients that can be resolved with better hard edge/smoothing placement.
I just recently got back into ZBrush, and have been trying to apply UVs to an existing ZTool. Despite following tutorials precisely, the normal maps I export out of ZBrush always have a sort smoothing error on each individual polygon. It almost looks like each polygon's UV coordinates are flipped or rotated, not so much…