Well, you certainly have got a box, and a barrel, 2 staples of the 3d artists diet. Is the second image a maya render of the low polys? Its usually good to present your low poly assets in the engine that they will ultimately end up in for the scene. If so, your normal maps seem to have some errors in them. Do you have a…
Make sure the high poly and low poly are perfectly aligned. See if the error goes away with a higher resolution bake. My guess is the resolution of the normal map isn't high enough to perfectly handle the shading when zoomed that far in. The artifact is small enough that it should just be ignored, plenty of video games…
how in the world does this game run?? I'm not sure how unity handles "sprites" if that's what these are. But how do you have that much depth in the scene with SO many transparencies! I would have thought that would cause so many sorting errors but maybe that's only a problem with traditional 3d. Is this something you dealt…
When you're moving objects in 3D space you're typically always moving in floats/doubles. The first unrepresentable integer in 24bit float is 2^24+1. You're typically not on that scale, so any 1.000003 errors you're getting are due to Max's internal calculations. What's the problem with working in quad view while you do…
I have heard a lot about the job requirements being there to filter out less confident candidates. Although with the experience thing that sometimes is wanted by them because although you may produce good art the question is for them. Can you produce it to the specs? Is it workable I.e no errors, can work fully in the game…
Well is this the way Simon Fuchs went about unwrapping his? as far as the layout goes? I know its kind of lame to just outright copy him on something so minor but maybe it would be prudent to go look at what he did as far as the unwrapping/layout and see how your is different . Maybe that's where you will find your error.
Also, long thins(and bad triangulation in general) can cause shading errors that carry across to the normal map if baking. Sadly, the knowledge and understanding of triangle topology is a dying artform. :) As triangle budgets have gone up the it has led to sloppiness or just plain ignorance of something that used to be a…
Pretty much this! Also, change the gallery style, at the moment when you go into a gallery it looks like there is only one pic, I only worked out that there were multiple pics by trial and error (I thought, surely he doesn't just have one pic). you want all your work to be shown as clearly as possible with a minimal amount…
What's your workflow? These look like errors you get from changing the lowpoly mesh after baking. Did you export your highpoly out of Zbrush and bake in Maya, or somewhere else like Xnormal? Did you make any changes to your lowpoly after baking the map? Any overlaps in your lowpoly UVs? Any UV mirroring?
He meant to increase the contrast of the map to punch out the detail more. As MightyPea pointed out it is a very bad idea to do this on baked normal maps. The reason being is that the colour values in a normal map are very important, and relate very closely to the low poly they were baked from. if they are changed even a…