Seems to follow polygon borders. Check if you welded together uv-vertices that don't belong together, like you welded the mirrored part of the face to the unmirrored. Check if some of your polygons have flipped normals in case you display them as double sided. If the geometry is ok, moving the mirrored parts of the uv's…
Hmm... I already knew this tutorial and it didn't really help me, I can't read the explanations and the gap between the steps is too big for me (he started with the head already done...) and he use a lot more polygons. But it's still interesting, thanks :) Finally I redone the model, with lower specs, and it's really…
dont know if this is just for max 8 and up but, to remove an edge loop as well as it's verts, from the edge sub-object level select your loop, then hold ctl and press remove. Or you can use this chunky maxscript and hotkey it. ( $.EditablePoly.ConvertSelection #Edge #Vertex subobjectLevel = 2 macros.run "Editable Polygon…
Your topology around the shoulders and joints in general is pretty bad, and won't deform nicely, I'd recommend checking out the wiki (1 2) Those hands also need some work. Your polygon distribution is also not great, you've got way to many polygons in the eyes, shoes and face mask (are you working with a polycount in…
Built all the levels in Max and then had to seperate every polygon that I wanted to light up on its own when the player stood on it. I'll always remember how the coliseum was broken down into 600+ seperate pieces and it took hours. Obviously human error meant I missed a few polygons and at some point I must have used the…
you're using too many polygons in places where they're not needed, and not in places that they are. for example the ball's line has too many while the roof too few. the windows should follow the curvature of the ball. polygons beneath the house are not needed so you can get rid of them. also try when capping cylinders to…
Hi! Love how the eyes and skin looks, very creepy! Love what you are doing with the hair also (does needs more work to connect the side braids to the scalp which you mentionned) I definitly agree you could add every more polygones to her overall, you can still feel the polygons on her ear especially, her chin and the…
Hey 311, how are you? I saw your post about the polygon count. You could use your bump maps to show of the seams and creases on your characters clothing. I'm pretty sure the polygon count may be high because of the detail in the clothes. You could get a similar effect by tweaking the bump, and height maps. This may help…
Decimation master is just there to help your computer handle the polygons. If your computer can handle millions to retopologise against, then sure do it. If not and max crashes/laggs then decimate to the extent that your cutting down polygons but not losing detail. Baking is also known as "projecting" its the same thing,…
As a matter of fact it would be nice to show both, in order to stress out the different approach to things depending on the app being used. projection master in zbrush vs stencils in mudbox subtools in zbrush vs separated objects in mud powerhouse polygon sculpting in z but poor zoomed in performance vs lower polygons in…