I think this happens when the vertex order is re-written by max on import or export. I've seen this happen on a few faces and on every face, like your example. In the case of a few faces, you can just detach them and target weld the verts in the right order, it highlights in blue the sister vert so you can get the order…
Hey, Ferhat, you have a nice start. I took the liberty to making some adjustments that I think is pertinent. At the moment your cassio is with a very innocent face, although you have tried to do a "damage appeal" with the eyebrows. So what I did was make her face more aggressive. Your eyes are very round and distant from…
I love the textures you have on his body! Great looking face too! From his forearms down to the knuckle area, the muscle defining details in the texture starts to get blurry and stretched. I feel the same thing is happening from below his knees and down to his feet. It's just a contrasting look to the fine and sharp detail…
@thepantsdragon - It will really help you (and others) resolve the issue if you enable both face normal and vertex normal visualization. Like this so you and we can see what direction your faces are actually pointing, and whether your vertex normals are shooting off at weird tangents. Whenever I see dark polygons like this…
These last two look great! Your environment looks a lot better, I'd suggest using a hard round brush to prevent all of the noise you keep adding in. For example, the rock face to the left of the waterfall is almost a single value, with some details, but you have two very different values noisily put together. I think you…
It only makes sense in your head! That would be the most expensive, limiting way to render ever. *Modeling would become the most painfull experience in the world ever. how on earth would you control the shape of your quad? you have 3 control points for a 4 sided face. what about ngons? *No face would share vertex normals…
few critiques on the head, first off the sternomastoid looks crooked, muscles dont really bend, the kinda just push and pull in most cases, it should be straight. also your cheekbones are waaaay overdefined, give the guy a little more flesh on his face. you are missing the planar area at the temple that is typically fairly…
@dustinbrown Generaly speaking, I think the face models look great. It's just that sometimes a character stands in a corner with very flat lighting and it really kills the work done on the face because once you see it with a better lighting you can see it's just as good as the others. Another little thing that bothered me…
Depends on how stylized or deformed you plan for the character, but do make sure that making it stylized is a choice, not an excuse for not working on anatomy. With that said, good topology helps creating the shape and form a lot. It will also pay you off better in the future as well if you automatically see topology when…
There are a couple of criticisms i have, they're largely nitpicks though. I think that the subsurface scattering is maybe a little too high, it's causing shading on the face to be too soft and that's bringing it into the uncanny valley. The lighting setup feels like it's purely ambient light, it doesn't feel like there are…