Hey Klawd, This is a very nice start... in terms of execution I feel like this is pretty solid... my only critiques rely more on the colour scheme & weathering... I feel the weathering is a bit too uniform, it doesn't really say much about the weapon... there's no story telling on it what so ever and looks like someone…
Almost everything gets triangulated when you import it into whatever engine, so keeping quads is only as good as it helps the workflow. Keep in mind that other people beyond just you will probably need to interact with the mesh and you will need to be nice to these people otherwise you'll end up with a spork in your eye at…
Please stop telling beginners to just add chamfers. It doesn't always work, and it tells them that adding geometry is the solution to every problem. @jayantbhatt007 Always start with how detailed you want your lowpoly model to be. From there, Tangent-Space normals can only "fix" angles up to a certain degree, based on how…
I did one for Maya, it's slightly harder in Max because smoothing groups are horrible - for example if you have a mesh with more than 32 unique UV shells, you're going to run out of smoothing groups unless you start doing stuff like comparing UV shells to see which ones aren't geometrically "touching" at all in order to…
Looks like you've got the major loops laid in, for the most part. The problem comes with the way you are handing you're details. The main point behind using Good mesh flow is for ease of animation, it just so happens that also goes hand in hand with ease of sculptability especially when going to zbrush. One thing that…
I have been messing around with this and it works fine on the whole, but does anyone know of a workaround for open edges. my character has open edges at the mouth and eyes and when i retopologise the mesh and preview it with adaptive skin, the open edges splay out all over the place. I tried closing the edges, but it seems…
For the issue with the hard edges, it looks like you've set up hard edges but do not have splits in your UV map. You'll need to soften those edges or split up the UVs so the hard edge regions are isolated. See the Best results -> Hard Edges and UVs section here:…
Both points I think that Vertex_ pointed out, are spot on. Try both, and get back to us :) Should resolve your main issues. Also be sure to harden edges that are near 90 degrees or more, as well as the edges that are UV shell borders (where the edges are split), on your lowpoly before the bake. Smooth all other edges. More…
Nice detail all over and those cut away renders are pretty cool. If this is going to be a game asset though alllll those edges are way too tight, they'd bake down into nothing. Go over and loosen up your support edges. Check out Millenia's gun thread and look at how soft his edges are and how awesome the bakes turn out as…
Looks pretty nice, solid modeling on the low poly :) Something you'll want to watch for in the future, the edges on your high poly model are much too tight. While the concept does have very sharp, hard edges, you'll want to exaggerate and soften those edges somewhat on your model so that the baked edges in your normal map…