The only two things I believe its happening (which people already mentioned) is that or you lost your material or you made these faces hidden. Display -> Polygons -> Invisible faces. To unassign, go to the options of Edit Mesh -> assign invisible faces and then check on unassign.
Whenever your geo. isn't smoothing properly it's usually one of these things: Unmerged verts floating verts double faces hole in geo. reversed normals on adjacent face(s) hidden face(s) inside geo. (not hollow) Hope that help with future trouble shooting.
I think i've accidentaly fixed it. Was just messing about with everything in the normals settings. In the Set to face drop down I changed it to "unlock vertex face normals" instead of "Match face normal". Then after i smoothed the edges the bake seemed to work fine.
actually the face is the weakest part IMHO, rest of it is coming along nice is ther going to be any hair inside the gap between the hood and the face, looks a bit odd right now. having that extra hair might help break up the face silhouette a little
I prefer the missile-to-the-face approach, followed second by the sniper shot to the face, followed third by the combat shotgun unload to the face. Oh yah, and I found the mechanical fist.... doesn't seem to work too well if you don't a have a strong melee setup.
"I'm sure the course would be very useful in creating sculptures. I'm not firmly convinced in my assessment, but looking at reviews from people having taken the course, I can't say that it would give me skills that I could apply directly to what I need to get a job at the studio I have the best chance of being hired at." I…
Alright I have a video uploading to explain the overall ideas that went into this material and its execution.. and video just shows the effect better. I also refined the refracting glass a bit, as I had made an error in one part. Not serious, but it makes a difference. here's a new screenshot I'll give a short detail of…
The normal map is looking a lot better now. The end result still looks good (I thought it looked good before but it's better now). I think your specular map is still the weakest texture here - as was pointed out initially, there's a lot of parts which don't make any sense and read like you've just tweaked the levels /…
SupRore: thank you for the critique, I really don´t think that constructive critique like this can even SOUND harshly. I agree with your comments and I really appreciate that. Now lets follow the points - I never know how much can the normal map affect the model, but now I think that (if I understand you cleary) the main…
If you're trying to make a full game with a lot of features that one would expect from a racing game, you'll almost certainly have to touch code at one point or another. Blueprint and PlayMaker are both excellent visual scripting tools which can allow non-programmers to make game prototypes, but I think it would be very…