Ok, I solved the problem. I found out that XNormal do not subdivide the mesh while baking. That's why I got these nasty artifacts in my normal map. So I just used ZBrush Multi Map Exporter, which apparently subdivides the mesh while baking.
Hi Pedro, you are right i thinking i'm so close to get good silhouette but there are this minor things solve .I'm Working in the suggestions that you and Leandro did, soon as possible i will show you guys the progress. Mean while i have a WIP of Wild Boar:
The crate issue is solved. Sadly I can't pinpoint the exact reason for this. =/ However it seems like no one else have had the same type of issue which means it could be just my machine or something like that. I'm just glad that the crate is working now as intended. xD
I don't really see any errors, what map type are you baking? Normals? Diffuse? Lightmaps? AO? Color Masks? What baker in what App? If you're referring to the weird reds in your padding, that's a Mental Ray issue in Max for example that cannot be solved, etc.
After a lot of fiddling with settings I've run into a problem I can't seem to solve or understand. I have no clue what causes it, it's just weird... Weirdest thing is it only happens when I build the full level, not when I only build selected Really confused...
I have a question! I tried modeling a gun like this a bit ago, and when I got to where the holes are in the barrel, I couldn't stop this weird pinching going on the hi poly. If you don't mind, can you show us how you solve that problem?
Yeah, it's nowhere near good enough for portfolio or production use. Spend more time on it, and it will solve all your issues. And don't place a single vert/edge without closely looking at a wireframe screenshot of a model from the best game you can think of. It's pretty much as simple as that.
One more quick update and then I'm done for the day. Worked out some of the leg, added tone and changed up some of the armor proportions. Next three big things: hand armor, figure out how to solve the foot so that it fits the style, and then the belt accessories in general.
sort of yeah, so that bright colour = one end of the gradient, dark = the other end of the gradient. There's a demo shader which comes with struffy editor which uses a gradient ramp but with regular shading so I might be able to figure that out once I solve the lighting method
This Script realy solved my Problem had a long struggle with a lost 3dsmax Trackbar Button ( Curve Editor Button ) beside my Animation Timeline with all Keyframes Indicators gone too. After enabling and disabling the Script it brings me back the Button. Yeho THX. :thumbup: