First update post on this thread. I worked a bit on clothes and some accesories blockout. I mainly updated girl's face and started the oni one. Girl full body: Face closeup: I'm not too happy whit the face, I have to modify it quite a bit. Oni face: Quite happy with oni's face until now.
The previous comments are correct. You have a floating face, not edge. There are some options you can enable that will help you see degenerate faces. In Windows>Setting/Preferences>Selection : Enable Face Centers This will put a dot in the middle of faces, and can help you determine collapsed faces across your model.…
If you had a more close-up shot of the face, I could specifically critique it, but right now I can just say that it looks kind of strange- the mouth, nose, eyes, neck and overall face shape. I think that the skin contrast looks WAY too high in the specular areas. Having too much spec on skin is one of the mistakes a lot of…
For a first go at the human head, while the proportions are off, the topology isn't half bad. Rather than making a skull to just throw away, use it under the mesh in Zbrush to help with getting proportions right. In fact, I would first concentrate on getting a good skull model made. Notice the differences between your…
It looks like your polygon distribution is very uneven. You've got a lot more tris in the face than you need. Also, I can't tell from the front wireframe, but it looks like her feet are pretty "blobby" and lack structure. Also, I have to ask, why is her eye taking up so much room on the texture sheet? It is the same size…
The UVs are just a representation of the geometry coordinates in 3D space(XYZ=UVW) so the geometry faces don't have a 'physical' connection to the UV faces. Flipping a geo face will not flip its 'twin' UV face. In Max there is a feature called 'select inverted faces'. I don't know the equivalent in Maya. Perhaps a Maya…
The faces at the bottom of the image are not actually attached. they are just close together. the bottom face used to be at the top of the image and i moved it closer to the other face to see if having them apart was causing the error. all the faces are split. they are split because each face has a different SG. i thought…
Do the triangles appear in the baked normal map too? There's an issue that shows up if you bake the normal map with Vray - some faces appear faceted, and I think this could also happen if there's a normal map mismatch between programs.
After unitizing all the faces on an object sometimes the UV shells will be created facing V up, and some times they'll be created rotated 90 degrees U up in the UV editor. Is there a way in Mel to query if they got rotated so I can then rotate make them face the correct direction. I only need to do this on a single face or…