I do want this Weapon to be recognizably from the war hammer universe, but i do want to go realistic on this model. So here is my update on the wood. I am smoothing it a bit because i assume after a wile of use it would smooth out where the hand would be rubbing.
I see, did you used Turbosmooth or just verts pulling? If its after turbosmooth I am not sure what might be the cause, but if its just verts pulling I would suggest putting it in smoothing groups. (if the angle is more than 90° it should have a different smoothing group.
Not triangulating before you bake can lead to issues. If you don't triangulate within the 3D app then there is a possibility that the mesh baker and the rendering engine might triangulate it differently. The errors you are getting at the edge of the blade are most likely due to not using a smoothing split. RE. hard edges…
what you want to do is select the entire object, the root joint, THEN hit smooth bind. then to adjust the influence of each vertex you'l go to edit smooth skin -> paint skin weights tool. from here you can either paint the influence, or select the vertices using the "select" mode
Are you UVs joined or are they split with separate smoothing groups? Because the best way to do things like cubes or most >70 degree angles is to split the UV shells and give them separate smoothing groups, I am horrible at explaining, maybe EQ will see this and give some insight :D
Two things are slowing your work down here : - You're in smooth preview, and your mesh is quite heavy. Try turning smooth preview off while working (hit 1). - Some of your history isn't helping, if you "Delete Non-Deformer History" things will speed up a bit.
Your model is super smooth and bland and you berate the great organic modeling of Kolby by saying its just lumpy when its actually good organic modeling. And then you make the helmet something that should be hard solid smooth metal. Look as if it was molded from putty. All lumpy and crazy
What are your current smooth bind options set to? I'm guessing there might be something there that's causing you all this grief. edit : make sure that the "remove unused influences" checkbox is un-ticked in the smooth bind options. This might well be what is stopping you from assigning weights to certain joints.
I added a 32 pixels texture with the base color of normal maps and it fixed that. I'm getting another problem now. It looks like there's no smoothing groups on the hair piece only. One thing to note is the hair pieces are the only parts that have different smoothing groups as you can see in the 3ds max viewport:
Taking a look at game assets is almost always educational. Look into the GTA4 mod scene for tools to help you out there. Yes, you can use smooth preview to get a high poly for normals, you'll need to do Convert>Smooth Mesh Preview to Polygons first. Good practice to create a duplicate first.