Those are smoothing group errors. I probably wont be able to help as I dont exactly know how they work but in max you have to assign smoothing groups. Sure if you google smoothing groups max it'll probably be more useful than me :P
Started on the torso. I might be getting ahead of myself when smoothing out the muscle detail, is it better to leave the hard muscle details for now and smooth everything to look natural when the overall muscle structure for the torso is finished or smooth the muscle details as I finish sections?
Simple; it's just the smoothing groups. That object doesn't have any (hard edges), and the render to texture tries do its best... but normal map doesn't do magic. There's no way to smooth a 90º angle. Try smoothing the whole object, but you should definitely chamfer the edges.
After selecting your mesh, in the maya polygons toolbar go to the mesh tab and then click smooth. If you want to see a preview of the smoothed mesh before actually smoothing, select your mesh then press "3". Press "1" to go back to the normal mesh after previewing.
This is a smoothing error causes by the vertical edges being offset creating a jagged shape as opposed to a smooth curve. A solution could be reducing this shape to as few edges as possible, and smoothing it. There may be cleaner, more manual solutions, specifically with the tool you're suing. However, I haven't worked in…
I generally don't worry too much about smoothing groups, I just split where it's logical and use TexTools UV islands to smoothing groups script. As long as you split your islands logical then it works. Occasionally I combine smoothing groups where there was a split though.
In 3ds max you cannot harden an edge like in maya, you need to make a face selection and change the smoothing group on those. To remove all smoothing group for an object you can select all the polygons on the object, go to the smoothing group panel and press clean all
I'm using curvature smooth with light to get a nice start on a hand painted look. And ro-ambientocclussion. I tried breaking curvature smooth apart but too complex for easy tweaking. Any chance on getting some controls on it like smoothness intensity? Loving these new nodes as well.
Make sure your low-poly object is all in one smoothing group. An easy way to do this is to add a Smooth modifier and just click the "1" button in the list of SG buttons. Or you could select all the faces in the object and click "1" down in the Smoothing Groups rollout.
that is what i meant. it looks like normal smoothing artefacts to me so im guessing topogun averages normals on the imported mesh - ive not used it since the public beta so can't remember. zbrush doesn't smooth normals, hence the difference can you affect normal smoothing in topogun?