do you intend for this to be low poly, or high poly (subdivided)? it appears as if you started with one method, and got lost in the other doing a series of random extrudes. there are areas of low edge density that need more defined shape, and areas with too many edges that provide no shape at all.
You can soft select UVs in Max ¬_¬ I've always wanted to be able to spin edges or cut new edges in while UV editing, I guess that should be possible in Silo too, although I haven't got around to using the new UV tools at all yet.
good work mang - I think it would look cooler if you cranked up the contrast in your spec map quite a bit more.... also, consider going in and painting in some highlights on the edges of the rings and raised patterns to help light catch those edges a bit more!
Joe, is there anyway Substance can have separate slots for concavity and convexity? So if you wanted edgewear on only the convex edges it would only apply the edge wear there? I currently only use a curvature map as there is only a position/curvature/AO/normal/Worldspace etc slot for the bake maps.
There are scripts (or feature included by default in some softare), make different UV islands from hard edge or smoothing groups with 1 click. Like "flatten by smoothing groups" in 3ds max. It's faster than manually splitting edges (only on cylinders need to split, because they're 1 smoothing group)
The first thing that I noticed was that your edges on the cannon are very sharp and I can already see the aliasing in the specular highlight. Once you bake this and put it in-engine (assuming it's a game asset?) then this will only get worse. I would suggest making your edge bevels much wider to avoid this.
Gotta agree, there is not much to comment. Post wireframes and your reference. All I can tell you is that the edges of the handle are way to sharp, they won't bake correctly. And on the opposite, the edges of the blade are to soft. I looks like it's made out of plastic and would bend if you ever tried to stab anyone with…
When you subdivide your plane turn off Smoothing the "Smt" button next to Divide. You can also crease the edges of your plane, the default Plane3D in does this, but the corners will still round off a little. Either way it prevents the open edges from shrinking in size as you subdivide it.
Yes, it does. I baked with 1 smoothing group across the mesh. Wouldn't the texture resolution make the seams blurry if it was the normal map? They're super sharp and conform to the edges exactly. No textures: Could something during the export/import process have split these edges in my UV layout? :s
Looks good. I like the concept you chose as well. One thing sticks out to me on this, the edge of the tire tread extrusions seems a little hard compared to other hard edges on the model, especially the rear tire. Can't wait to see what you do with it in zbrush. Keep it up!