I have the split tool assigned to ctrl-w, I don't recall having to do anything special to get that to work, I'll post back if I can think of something. Agreed that's super annoying about the preferences; I've never understood why the save button in the prefs doesn't write to the file. (or at least give us a button for it…
@brad, yea I adjusted his proportions in zbrush to the orthographics but then I pulled them away and fixed what seemed wrong. During that fix I think things went a bit awry. My class mates suggested bringing in his shoulders even though that would skew proportions. I also notcied that I gave him much smaller shoulders in…
I'm confused, you want to get better at making "pleasing-looking realistic female faces," but you are "not aiming for a likeness." You are setting your self up for certain failure. What's going to happen is you're going to keep posting these faces, and then get a bunch of critiques based on other peoples idea of what…
Ben means the text shouldn't be reading backwards, but upside down is fine. Some engines have problems with displaying normalmaps correctly on inverted UVs (text reading backwards), while others do not. I have heard UE3 doesn't have a problem with this, although apparently it does have a problem with mirrored UVs. This is…
I think the overall feel of the piece is great. My main irk is the face though, give that some mega attention - as its what viewers look at first and for the longest time. At the minute it looks like youve used an anime bash mesh or something, so give it some love. I'd advise looking at her makeup, she could do with…
The shoes should capture the normal map info of the laces just fine, I think. I don't know how you intend to bake your normal maps, but I see a lot of quad faces that seem bow-tied/twisted. This isn't so bad if you render from within Maya, but if you use Xnormal or something like that then it can triangulate your model…
I've actually tried redoing the noise over a correct normal map, in fact the example above doesn't even have a normal map bake on it just some noise. Projecting the noise into uv space doesn't seem to solve the problem. Also triplanar projections in any software don't solve any seaming problems unless you've got beveled…
Agreed with @TheLittleJay 's points, and one more thing: add more polys on the cable and headphone pads! There's obvious faceting there. Other than those things, this is a fairly simple rectangular object so the modeling seems fine. If you post a wireframe view we can see your geometry better. To elaborate on Jay's point…
The precomputed AO mask looks nice on areas like the stairs where you would have those crevice areas between the stairs and the wall, but it is lacking on areas such as those back walls. You can try adding a Z-upward facing mask and lerp it with a cloudy grunge mask. Most of the moss I've seen from reference tends to creep…