Thanks for the feedback really appreciaet it, made he nasolabial fold less visible, but about his eyes, I think it also depends on the ref, for example in this one : http://i.imgur.com/UAmT1.jpg it looks abit deeper
Thanks for this. Now that you mention it I see the lack of material definition and how it make the monthly challenge scene for example seem almost flat. Thanks for the links about bevelled edges should help me loads!!.
The checker is not showing how much distortion there is. I recommend using a preview texture with a finer grid, and circles, and letters, and a fine per-pixel grid... for example: http://wiki.polycount.com/wiki/TextureCoordinates#UV_Map_Grids This is my current fav:
I still not able to get it working, it all comes out as white. Is there any specific setting that you use? Also where did you confirm it? Did you bring to game engine like Cryengine for example?
Well in the example above, an autoback will contain the same data that caused a file corruption. If you're working on a file for 12 hours straight, and introduced a corruption 2 hours into it, it doesn't matter how many autobacks you have.
Its infinite only coz its procedurally repeating itself. I don't think the his is the best example of a 3d voxel engine though. This is a bit better: [ame] http://www.youtube.com/watch?v=HScYuRhgEJw[/ame]
It's definitely an improvement. But the chipped edges are too flat. Try to think of it as a 3d shape which you're cutting into. Look at this texture(not mine): It has a lot more depth than yours. It was sculpted in zbrush but it's still a good example.
Another important aspect of atlasing is using the space outside of 0-1 to your advantage. So you can have long rectangular elements go into the adjacent tile, for example(remember UV space is infinitely tiling)
Depends on preference and task. Dynamesh on creatures is totally fine, while on Mechanical objects (like screws for example) [even on higher resolutions] it doesn't achieve same quality results and leaves you with no base for low-poly model.
Ok, well, it's the same mistake I've made my first tries. The highpoly version has waaaay to sharp edges. That won't show up on the normalmap, so you'll have to fix that. Take a look at this example by Racer445