Check out some of Haz's videos on twitch, mainly when he is sculpting Bliss. Its more defined than your average anime face but its a good ref none the less.
It's a little obscure in the hotkey editor. What you're looking for is under Miscellaneous -> HighQualityDisplay / MediumQualityDisplay / LowQualityDisplay The mel command associated with this is subdivDisplaySmoothness , use -smoothness to define which level you want (1,2,3)
What you're doing is completely unorthodox way of doing and importing meshes into the SDK. I don't think there is a simple way to pre-define which material ID has collision and which doesn't.
Last nights update was focused on the arms and hands. I gave them more girth all around as well as a more defined silhouette. Will more than likely start on the textures tonight. Chaos!
the inset for the gold screws would define the screws shape a bit better if it was grey like the rest of the metal, and not gold. looks like a gold screw with a gold washer at the mo. otherwise looking ace : ]
Are you using a spec texture or a gloss map? you should really put the oil stains into the specular, make your diffuse more plain and work on defining the materials through the spec and gloss.
umm Metals are refelective with hight IOR. than u need to define what type of metal u want. My watch is full metal too high reflective=shiny in other words.
Woah, extremely inspiring characters! The details and design choices you've made just works together so well! Any weapons or equipment to define their roles? :P would love to see that too.
What you're looking as is the *render preview* not the render output. The render output is defined in the RTT options, you pick where the files are saved and the resolution etc. Open THOSE files, not the render preview.
The guys did a top job with Rad Soldiers, it was a great opportunity for JFletcher to help define the visual style of the characters! He's one of the youngest guys in the studio and also one of the most driven artists :)