I'm not actually sure if the soft bodies can be baked out form the game engine. My instinct says no. The cloth sim is kinda sorta real time. You wouldn't be able to use it in the game engine, but it simulates fast enough (depending on the number of verticies you have).
awesome lighting. Could I ask what sort of set up your using for that room interior? The objects closest to the far wall - their shadows appear a bit soft. Maybe they would feel a little more fixed onto the wall with the shadows hardened just a little bit?
is there other options? Like with out sculpting. Coz i already need to learn 2 prof softs and its just mind f*cking :D I looking for creating mesh in that form and adding or something like that. I just need good/best suggestion for that tipe :)
This is a very good question that has alluded me for a while. Getting the soft and subtle gradients needed for a true heightmap is part of the art of Substance Designer. I would like to give this a go when I get a chance and I'll post if I can achieve anything worthwhile.
I like the mood on that wraith handing sword scene but I can't help noticing the smudged background, I think soft brushes could have worked better than using smudge. Or just blurring it. But apart from that you seem to a solid grasp on painting. Welcome! :)
It's probably relaxing poorly now because there are holes in the shells. If you welded the broken off parts, into the holes it would probably relax a little better. Also remember that you can turn on soft select and relax a few verts at a time. Doing this sometimes helps with trouble areas.
Hi, Can you try with XNormal or any other soft? It cans be your meshes or from substance. Maybe your LP is a bit too big and go out your HP if you don't use a cage. You can try with one and see the result too.
The thing is that when you have soft edges the normal map have to add extra strength in order to counter the mentioned interpolation. By the look of it that countering haven't been added into the normal map. Have you used Mayas own tools or a third party tool like Xnormal?
Long thin triangles are always something to avoid, but otherwise maybe check your vertex normals and/or smoothing groups (assuming you're in Max) or hard/soft edges (if you're in Maya). I've had this problem in the past as well, but I don't recall what/why/how at the moment...
The depth you gave to the pattern on the windshield I feel is a bit unnecessary and makes it look foamy. Also the scratches on the metal a bit hazy..well very hazy and soft. I can't really tell whats going on in your first and last screenshot because it's so dark.