But I get seams in SP even with soft edges (with\without cage). Again--even if I'll load a normal map from Maya to SP and save then that map from SP--seams will be ugly.
Use bones but set influence on whole elements - for example, the top arm bone has its pivot aligned on the screws, and influences all the metal parts of the top arm, with a soft fallof on the cable.
Would you have to model a face with good topology before taking it into zbrush or using soft selection? Or does it matter? Im planning on trying to rig these models for facial animation at some point
Your edges are all too soft, you need to harden them up, even the legs which are smooth have some definition in your reference but that doesn't come across at all in the model.
I like it, I would suggest you to use more soft edges, specially buttstock and PSO...also u got some mising details at the front grip and ofcourse lots of bolts ^^
a lot of your cracks look too soft, random or oddly placed. along the bottom stones, the crack highlight is on the top, implying your lighting is coming from the bottom, contrary to the other highlights.
Yes, I find it useful as well with hard surface models. There are tools in headus that can straighten edges and prevent that soft curvy feel to your UVs. I did it here on the highlighted area.
Thank you! :) Yeah, The Game Assembly is a great school if you ask me. I went to School of Future Entertainment (SOFE) before, and TGA is way better. Learning new stuff everyday. :)
Ah, that'd explain it. It still has a soft appearance however - your highlight is in the middle of that edge, but there aren't highlights at the endpoints of the edge - which will cause the edge to look round instead of flat and sharp.
i'm not sure to what extent the material system works in that particular engine, but if you could add a fresnel based off the normals, you might be able to get that soft light tone in the creases