The difference between your 2 counts, one is the polys, one is the vert count. neither of these are relatively usefull. Change your veiwport stats. to read the triangle count. When it comes to budgeting thats the stat you want to pay more attention to.
For your female character, its a good start, but there's alot of areas that need more work.
Her face has a crazy desity, that you really dont need.
I would suggest taking alot of reference for the face, and re-working it completely. You've got the duck bill lips going on, and looking at the side view, theres tweaking needed to be done with the chin, nose and forehead, and her eyes need to be redone.
I find this site helpful: http://www.phungdinhdung.org/Realistic_face_modeling_by_PhungDinhDzung.htm
Same for the body. Theres some areas that apear out of porportion.
The arms are a good length, but the forearms are too long. It also appears that from the left view, her blanace is off.
I'm not really sure what the "holes" are in zbrush that you're talking about... ... but you can have all pieces of your model in zbrush using subtools (if thats what your asking...) check out zbrush central, I'm sure they've got a tutorial for that if thats what your looking for. on that note, a model this simple, why would want separate peices?... ...
Oh... is there an easier way to get bakes? e.g. I get an arm projected onto the torso if I use a whole model...
Is this to do with the normal map cage not being set up correct... some rays somehow get through and appear elsewhere?
I'm assuming your using max to make the normal maps. why not use zmapper? (I find it more realable, head ache free, and predictable than max's nm baking.)
If your normal map is projecting the arm onto the torso, then its probably something with the uvs, or the map being rotated...? hard to say without more info.
Replies
For your female character, its a good start, but there's alot of areas that need more work.
Her face has a crazy desity, that you really dont need.
I would suggest taking alot of reference for the face, and re-working it completely. You've got the duck bill lips going on, and looking at the side view, theres tweaking needed to be done with the chin, nose and forehead, and her eyes need to be redone.
I find this site helpful:
http://www.phungdinhdung.org/Realistic_face_modeling_by_PhungDinhDzung.htm
Same for the body. Theres some areas that apear out of porportion.
The arms are a good length, but the forearms are too long. It also appears that from the left view, her blanace is off.
I'm not really sure what the "holes" are in zbrush that you're talking about... ... but you can have all pieces of your model in zbrush using subtools (if thats what your asking...) check out zbrush central, I'm sure they've got a tutorial for that if thats what your looking for. on that note, a model this simple, why would want separate peices?... ...
Hope that helps
I'm assuming your using max to make the normal maps. why not use zmapper? (I find it more realable, head ache free, and predictable than max's nm baking.)
If your normal map is projecting the arm onto the torso, then its probably something with the uvs, or the map being rotated...? hard to say without more info.