Thank you for your advice. I have found the middleground between my two initial ideas and now it looks like this: Looks alot better and the edgeflow is also just simple loops. Is it alright if the edges are a little bit pinched together, like in here? Also when is using "kites" in topology permitted. They are very handy…
Sure. For LP part I used sharp edges and edge split modifier. I wanted to redo this part from zero, but I would like to figure it out, because this can happen with more serious parts.
In most game pipelines you need hard edges only on uv borders. Cause of this i would ignore the hard edges on export and run a sript to create smoothing groups from uvs in max There are serveral out there.
I've just finished another example of a material I've made using the custom Stylized Nodes I've been working on in Designer. This one uses a wood surfacer node as well as an Edge Notching and Edge bashing node.
Looks a bit thin overall. Not sure if youre going for a concept or not. Also, the bladed edge is not super smooth or curved. Looks like you got some bunched up edge loops. Whats the purpose of this axe in fiction?
Opacity for something like that probably isn't worth it for performance and effort reasons. If it wasn't on an edge, you could just darken the gap a bit to hide it. But since it is on an edge, the best solution would be to modify the high or low poly.
Good start. your edges are way too sharp to bake though. It won't transfer well to a low poly. Even if you weren't baking, those edges are very sharp and won't render well. image by racer445:
Mirror's Edge look slightly different because it's lighting was built with Beast, not with Unreal Lightmass. Although was Mass Effect with Lightmass or Beast? Maybe it's just the exaggeration of color bleeding in Mirror's Edge and Beast that made it look that different.
Thanks for the advice guys, working on loosening the enforcing edges now. Does anyone know of a tutorial or resource I can look at for optimal edge spacing? More pics to come, any and all advice and critique welcome ;)
has anyone confirmed of hard edges, on texture borders, mess this up or not, since if i can do that i would like to since with hard edges on seams, i can produce normal maps that compress better.