I think what AzzaMat means is that the bricks don't just look like they're deeper in the wall, they're shaded in a way that means the bevel is inset into the stone, not coming out. Basically all the edges should be in shadow. The normal lower-right edge shadows from the lighting direction, and the upper-left edges from the…
Tried making cage? (Also Some Autodesk programs use "different normals" than the ones xNormal generates, so you may want to change software if that's case) Some splits seem to be at udesired places (windshield) - where you want smooth transition. Splitting UV islands at sharp edges results in better edges in normals. Also…
If you think about it, the only time you need to cut it is if you have a 90 degree edge. Even if you combine the UVs from SG 2 and 3 and leave the UVs for 1 separate, you can still have the entire model have 1 SG except the back if there's mesh there since that is a 90 degree edge. The bake will grab more information that…
Not sure if you mean to stick closely to the Dark Souls mimic models or not, but here is some general pointers about gums: Notice how the gums wrapped around the teeth a bit. Tongue becomes pretty thin at the edges. A scrunched up tongue with flared edges is what most animals do when they growl. Looks like your geometry…
Hi, i'm currently following Eugene Petrov's game ready pistol tutorial and it has been going pretty smoothly up until this point where i have so much of this issue where once I bake the high to low there's a lot of black outlines. I believe this is because the high is getting to far from my low poly and so the shading…
The object is very simple, it does not even have edges that are too close to one another, so am wondering why are the two large faces slightly discoloured (not sure if this is what is called pinching), I tried the conform (under the mesh menu) and reverse (under the mesh display menu) commands, the issue remains. What…
@TheDawnfury Thanks for that info Alex. I will say that it is a bit vague. There is a lot of flexibility in those requirements. I was looking more for polygon count limit, shading type, texture size constraints, etcetera. So if I'm understanding correctly, you must create a portfolio showcase via artstation consisting of 3…
Since my last update, I have been working on the couch, table, and chair for this scene. At this stage the table is more done than the couch or chair. I might go back in add some dings and scratches to the couch but I haven't made up my mind yet. I might leave the chair as is without adding intricate detail since most…
That's not waviness, it's a smoothing gradient from the vertex normals in your lowpoly. Those circled areas are also not the only places you have them, you have gradients *everywhere* in your map, the transitions just arent as tight as they are in those spots you circled. Gradients are inevitable when you bake a model with…
Very nicely made model, especially from a self-confessed 3d newbie. It's an old-school approach you've taken, but executed well. For animation and rigging : I'd add another loop or two around the forearm. When you twist the wrist, it'll help to stop it collapsing too much. This stuff will make more sense once you start…