If you click the [+] on the top left of viewport and go to xView > Overlapping Vertices it will highlight the verts on top of each other that are not welded. It could help you find the bad geo.
Crazy amount of wind attacking her scarf, steam/smoke in the back going completely vertical :P Looks beautiful, but I think I'm going to be passing as well.
I was think about this today a little more and was wondering if you could use vertex color? Bake the lighting in the scene to the vertices of the mesh, and then just simply read the values.
#6. You should merge the center vertices and create a center line(edge). Export the model into your 3d package and fix it there or try doing a mirror and weld in Zbrush.
A vertical mouse seems like it'd rely too much on the movement of the arm instead of the fingers and reduce fine control. I'm guessing that I must be mistaken about that?
Yeah, I think just moving some vertices on the nose to make it narrower in the front view, and more hooked in the side view, would make this pretty much perfect.
I see what you are going for, but the plates are not that obvious. They also appear to be more vertically aligned, where yours are horizontal. Either tone them down or scratch them.
Doesn't autosprite2 align itself along the vertical axis and then rotate the plane towards the camera? AKA billboard? EDIT: Your Daveness, Cheapy is his own code monkey.
I did the UV Mapping. The bakes were done in Marmoset. I tried to keep the maps straight and vertical so I could paint them on Photoshop as well as Substance Painter freely. T