I believe he is referring to the the clips that are holding the bullets, yours are upside down according to this reference. And if you are planning on baking this down to a low poly you might want to put turbo smooth on all of your model. The way you have a lot of your geometry isn't going to bake well and you will get…
I think you have yourself confused. When you talk about the game mesh and the sculpting mesh they are one and the same in a zbrush subdiv levels workflow. Both the lowest level uvs and topology propogate up through the levels. Yes, subdividing a mesh can warp uvs(linear vs smooth uvs) Zbrush has a smooth uvs function. But…
Hey thanks for the paintover. Now that you show me I am tempted to add that. However I'm not sure how to get them that smooth in a good feasible way. Depth map shadows could work, but probably not that smooth and probably jagged, risk or artifacts as well. Painting them on the diffuse wouldn't work if these are to be…
If you're gonna take this into zbrush, you might as well create the circular extrusions in that program. You'd never model them in, but use an alpha map as mentioned above. Trying to ensure correct cylindrical smoothing like what you're after is difficult, at least with geometry in my experience, in zbrush and leads to…
I don't believe those are in-game models. The curves are too smooth. They would have had to commit far too many polygons to get them that smooth. I'm expecting the performance on this game to be in line with what was done on Street Fighter IV. Those look more like promotional illustrations to me. That said, I'm totally…
Is that a different smoothing group at its rear corner?? please make whole body one smoothing group if it isn't. nice texturing. One important thing about being late at adjusting UVs. I dont know much about C4D but in max You can adjust UVs in another channel and then You can bake all your maps from the older channel onto…
Yeah this isnt a very good model imo, but it seems to have rendered it onto the low poly just fine(just needs multisamling as sypher said). One thing you dont want to do is use smoothing groups to break up your sub-d model, you dont get any nice smooth edges that way and if you have something thats at a 90 degree angle…
Does the lowpoly model have smoothing groups? Often you get problems like that if you're using more than one smoothing group (or i guess in Maya, it means you may have hard edges in your mesh - try making all the edges soft then rendering the normals) Also it could be a UV map seam, if that's the case you should find that…
I think the term we use is "hard edge". Which application was the normal map built in, and does the XSI version you're exporting have the same smoothing as the max version / one used to create the normal map? If it does, try checking the option to export the User Normals when saving to obj (it's off by default). I think…
If you're just building the lowpoly cage in Max, why not export the 2nd or 3rd subdivision level instead of level 4? It should give you enough silhouette detail to work with. Also, once you import your mesh into Max, make sure Edged Faces display (wireframe) is off, since that runs really slowly - put the viewport in…