I think, for your purposes, that'll work nicely. :) Rear edge of the wing still has a strange bluntness to it (normally tapers to a thin edge), but it's not a huge issue. Good work on the proportion changes, man. That made a huge improvement.
I'm not sure what program you are using for the lighting but those volumetric lights have pretty sharp edges, if you can it would be a good idea to soften the edges. In Max you adjust the spotlight fall off and attenuation.
Something to consider with @supaclueless and @Eric Chadwick approaches are that you get a constant 'speed' towards the outer edge. I've stepped through a similar distance field here as an example of how it might look when animated Pior's approach will give you a constant 'time' to reach the edge (ie. speed will vary with…
Hi, if you baked a curvature map in SP ... create a fill layer(s) with rust color(s) and use one of the smart masks (like edge wear) or mask editor to show your rust at the edges. Tweak parameter until happy. :)
A fast, cheap but not very quality solution would be to create several brick models and a straight edged wall, then just repeatedly place the brick models on the edge to cover it. For example in Dark Souls it's done that way for example: Screenshot 1 Screenshot 2
I think you need to fix the " EDGE BLEED". Go to: Windows menu ( in the main toolbar) -> Preferences-> Paint. Click on the PAINT rollout and find "EDGE BLEED". In mudbox 2016 the value is set to 4 ( if not mistaken). Reduce the value... it should help.
The surface needs to twist as it goes from one edge across to the other. I would use a Twist modifier, with a Volume Select below it encompassing those two edges. Then I could add rings as needed to get the deformation looking smooth.
That's a lot better. There is still room for for optimization on some of the flat parts, but I'd say that this is acceptable. The bottom edge of the blade could be a little rounder right before it meets the cutting edge as you can see that it's a bit jagged if you look closely.
Yes, it's possible. Deleting edge loops, or better yet, collapsing edge rings are the main ways to reduce polycount. You will get some texture distortions and normal maps won't look exactly right, but it doesn't matter at the distances the LODs will be seen at.
Hell yes this is sweet dude, I'm liking the exaggeration of edge scratches and oiliness, just one question are you using sampling on your screenshots? I see a few edge jaggys and am wondering if this is due to having no sampling on your pictures!