No reason to apologize, @adrenaline! You did a great job on it and getting to a finished piece is always what's important. Now that you know how to navigate the pitfalls you faced you'll be able to tackle them with ease in the future and that's the biggest take away. :)
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…