Yup, Neuro is right. Most of those problems are because the Shitty Auto unwrapped UVs and smoothing groups I had when I took those shots. As I mentioned earlier, I was using Xoliul 2.0 Shader with qualified normals (and also tried 3-point), and it still gave me those shading errors from most angles, so having a synced renderer doesn't solve everything, but helps tremendously.
I put some more time in and got all my seams in the right spots (Green lines are the seams):
These type of hard surface assets end up having a ton of UV Islands and are a pain in the ass to unwrap. And the concept artist put a lot of concave 90 degree features in the gun which only exacerbates the problem. I still gotta go back and fix the ray misses and re-pack the UVs to make them more efficient.
Man, I've probably spent a good 3/4 of a workweek on it at this point. Gotta get faster :saddowns:.
The Battle Rifle looks sweet though. :iamafag:
Nuero, did I read correctly, you worked on the Brink Guns? How long would one spend on one of these assets up to the texturing stage?
I asked earlier, but Neuro, do you know if Halo's renderers are synced to any bakers?