You need to pay more attention to polygon distribution. And next time, don't use some sort of automated reducing script for the sphere - just use a sphere, subdivcube or geosphere.
Phung Dinh Dzung wrote an interesting paper about how to convert polygon planes into editable hair systems, there is also a working Maya script. http://phungdinhdung.com/Studies_paper/GMH_index.shtm
Does it still do this after to subdivide it? I've heard some people say that it's matcap/rendering system can be a bit glitchy visually when dealing with very few polygons.
Resolution slider control the distance they start to stick to itself [smaller the polygons the smaller the distance] not sure if there is separate controls somewhere that control that feature specifically and even if exist wont be in Core
Hey @polygons & @sacboi thanks for your wishes and support! If there is anything in there that you want to see improved, added or corrected, tell me - it's a living book and I'm very open to feedback!
Good start ... Who cares about the polygone count. Unless you are planing to send the model in some game... Etienne PS: Did you ever make a Slime model?
Yeah, it's best not to work in smooth mate =] I'm not even a 3D Artist but I know that it's definitely not a good idea to smooth it. You want to work with the polygon faces and edge loops.
But did you check to see if all polygons were in ONE smoothing group? If you have smoothing groups on, but every poly in a different group, you'll end up with this too.
Shim, I'd say the lower jaw of the dog looks almost polygonal in nature, which is a sharp contrast to the painterly textured look of the rest of the piece. Thats all that spoils it for me.