I've been chipping away at the face for a while now and there's still a long way to go but here's my progress: At the moment it's fully symmetrical using the right side of the references face (his right). I continued with the planes of the face for a while but found myself adding detail earlier than planned but I continued…
You can't delete vertices or edges in Maya like in other software, you need to be in face mode - only faces can be deleted as you would expect. Not sure how it's now in later versions but that's how it was up to 2015 I think. So you can select the mesh element you want to keep, in face mode, invert selection, delete. If it…
The stats on the top left have nothing to do with the presence of triangles or not in your geometry. It's says 0 because you dont have any Face currently selected. if you take a cube you'll have "poly:6, triangles: 12". I think the non Quad select faces with more than 4 sides. there is a feature to select faces with X…
I think you nailed the feathers man, they look great. Especially around the neck and shoulders. The feathers in the face seem a bit dull in comparison, so work your magic there too. And while you're at the face; the beak looks like she's doing a funny face. The beak in the concept art is more bent which gives a nice owl-…
I think you're having trouble with getting the profile correct. Here's some reference. Notice how the mouth sticks waaay out from the face, and then slopes back inwards for the chin. On your model it looks like the farthest point on the face is the chin, but it should be the lips. Also notice how narrow the front of the…
Try selecting your object and doing a Mesh > Cleanup with the following options: Operation: Select matching polygons Scope: Apply to selected objects Keep Construction History: checked Faces with more than 4 sides: checked (all other checkboxes in this section left unchecked) Lamina faces: checked Nonmanifold geometry:…
Yeah, you improved a lot on the body. The face still bother me out... What references are you going for the face? Maybe you could have it based on someone's face. ^^ And oh hell, the thumbs are still weird IMO!!! :O Idk if its the position, but it looks like if it is on the same height of the little finger...also, their…
That mask is going to look pretty darn cool. My only comment on the face is that it maybe a bit wide in the front. Id double check how wide the face is around the orbital socket. In the side profile view you may want to pull the face back a bit. The area on either side of the nose is usually just a combination of the cheek…
Select all the faces you want double sided click "detach" check on "detach to element" and "detach as clone" - this clones you selected faces and keeps it an element of the same mesh click "ok" with your cloned faces still selected click "flip" you can also use a shader that renders 2 sided polygons but you can't have a…
Hm, some weird stuff is going on there. It looks like either the normals are flipped in some places, or there is intersecting geometry such as double faces. Can you show the low poly with individual face shading (each face on its own smoothing group) and the high poly smoothed, how do they look without any maps? Other than…