@DunkSlammins Cool character! I would say to start thinking about edge control. Use hard and soft edges to dictate where the viewer should focus as well as describing textures. :)
Hi, having the extra geometry beyond the edges of the low-poly helps with correct ambient occlusion baking - without it the baker doesn't "know" that it tiles, and you get light bleeding at the edges.
Hard edges on the low poly, on every UV seam. Also hard edges where ever there are hard angles (like more than 60 degrees or so). Then rebake the normal map.
nice modeling Yaron. one thing that seem a bit off are some of the sharp edges. i could be wrong but it almost looks like you used hard edges. if so, why ?
Hm...do you mirror the UVs at that edge? I may be outdated here, but mirrored edges used to give seams in the specularity/normal regardless of whatever you did to the lightmap itself.
Ooer. There's news on the Edge site that the two fired founders might have been planning to defect to EA... http://edge-online.com/news/infinity-ward-founders-planned-ea-defection
Inspiring work! My only critique would be on the sword to make the edge of the blade look like it had been sharpened over and over by lightening up the edge. Pretty amazing stuff!
awesome attention to detail! one thing which I would critise is the edge width. Edges are quite tight especially on bolts and small details, and it prolly wont bake very nice