unfortunately Foxdog, I have bad news for you It looks like to me that you've modeled the Squirrel in a defined, solely one pose. It might work out, but I can almost guarantee you it won't animate The legs were the biggest clue to me for that. The way you have it, it's modeled strictly on a vertical and horizontal basis,…
Hey, so I've been doing a test low-poly of the gun so I can get everything sorted out before I make the rest of the low poly. I've run into a problem with my bakes. I'm using xNormal which has been great for me for everything else I have down, but I'm, getting problems with this. I originally tried to bake the gun with the…
OK here is what I have done. Tried the checker thing, and should I make my own or use the Maya one? I just used the Maya one, and the automatic mapping tool and this is how it looked. How do I align those checkers? Around the corners, there is a little messing up a bit. I used the Normals>Soften Edge, and it made the edges…
Shadows are too sharp, did you use ray tracing? In a scene with that much light you'd never get sharp shadows, they are bombarded with bounce lighting and the edges are softened. Next time you're out and about take a look under a car, and note how soft the edges of the shadow are. Try using shadow map with a higher sample…
and check out the edge above the large speaker (that starts in the right corner). Seems like a edge loop is doing weird things there. Also, the 4 rectangles sticking out on the smaller speaker, you are missing some edge loops there.
All of the edges are rather sharp. Stone blocks, especially rough stones, tend to have a beveled edge. The edges also tend to become softer over time; some of these churches have been standing exposed to the elements for centuries.
Shoot some edges where the tile edges are,your texture/surface tension is too high causing waviness.This is because your uv's are perfectly straight,but your geometry isnt...shooting some extra edges is the solution here
Currently in the process of modifying an old mesh, initially modeled using an explicit subdivided workflow too a low poly object via bevel edge weights, weighted normals, edge split with additional subsurf at lvl 1 (...for circular shapes) so at least subjectively, a 'quickie' nonetheless : #
Nice progress on the edge smoothness. One thing to watch out for is your edge flow when you start getting into complicated pieces. The edge flow on this latest piece looks a bit wonky. Keep at it though.
You need to also have that blended edge on the other UV edge to have an equal look. You see how the black line in their example bisects down the square and isn't down just the outer edges?