I would duplicate the handle and use the Interactive Cut Faces Tool (Edit Mesh > Cut Faces) to slice some edge loops that follow the tape. From there I can extrude strips outward, delete any unwanted polygons, and clean up the edge flow of what's left behind.
I'm pretty sure those hard to see seams in the last picture are a combination of having slightly different UV edge sizes along with the actual UV edges being at different angles. As everyone said these seams are acceptable, and when you have your diffuse applied it will be even less apparent.
Watch out for poles with more then four edges in your base mesh, as they'll cause pinching. Also, you'll want your mesh to be as close as possible to 100% quads. EDIT: 5-poles are sometimes unavoidable, but you just need to place them strategically. They are useful for redirecting edge flow.
It looks very sharp. May be consider adding bevels on the edges, especially on the stone walls, where close up shots are likely. Also consider using displacement textures, it would add some chaos on the edges. Great job otherwise, the project looks huge, I wish you luck.
It's a total mess. You need to start over and pay attention to where you put your edges (edges that don't define anything are a waste). And make the model more than a few primitive shapes slapped together. Grab a basic modeling tutorial and work through it before you continue.
the ears look small and slightly low down, the pupils are to soft, make them have a harder edge to help define them and also consider softening the edge of the iris (it looks to hard). Its a good looking texture but the eyes really let down all that hard work. Good Stuff
Agreed! Goraaz> definitely way better! I think shogun points out one more thing you should do if you can, and that's to indicate the border edging on the brown loin cloth. It blends a little bit too much, and having an edging will give more sense to the shapes going on there.
Sure thing. The crisp edges were done using the clipcurve which pretty much just cuts it (or presses the mesh into it) (you can set it to clipcurve holding ctrl+shift), I think these are the ends you're wondering about. The other edges were done using the trimdynamic and hpolish brushes.
Probably more geometry https://marmoset.co/posts/toolbag-baking-tutorial/#:~:text=The%20Right%20Number%20Of%20Sides At this angle one could consider hard edge + UV split. This thread might be interesting to you https://polycount.com/discussion/107196/making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1 Good luck!
Unfortunately, not the same. It doesn't smear out the edges of the map, instead it makes it like a decal on top of the diffuse color. So it blends with that color instead of with its own edge pixels. :( You can try Mirror instead, but you also need to offset it .5, and I don't remember that working very well.