Open the Polygons shelf, select the sphere you have in your scene, and then click the Cylindrical or Spherical Mapping (whichever you prefer), adjust the properties so it covers the whole sphere, and you should be set.
id also stay avoiding sculpting in more advanced polygon wise levels since if you use fewer geometry to define the shapes youll get better results ill do a paintover later.
Also go into windows...polygon display and change the setting from face center to face so that instead of selecting the annoying dots...you can now just select the face as well by clicking on the face.
I guess Nyx 702 you mean the hide polygon manager from Miauu package 1. My guess is that Miauu never released his script to manage selection of faces between different levels of the stack :'(
how you're doing it is totally fine. for the planes you're masking (i assume), you can even use floating geometry and just have it pass through the middle of each finger, spare you some polygons
In 3dsmax you can bake from the 30k mesh to a lower polygon mesh if you apply the existing normalmap to the 30k mesh. It'll take those normals into account when you bake between the two meshes.
Nope, did not do any triangulation. Is that what I'm supposed to be doing? I've done a little bit of baking in substance and it hasn't been that particular about the polygonal composition of my mesh. I'd love to be wrong on this though.
Okay, found what I did wrong, didn't realize that the group rollout with the "Main Ui", and the category rollout with "editable polygon object" gives different options then having the group rollout at "Edit poly". Thanks a lot ^^
Nah this is not a prob with smoothing groups. You have a six sided polygon because of those edges coming from the chamfer towards the top are ending abruptly. Follow them thru to the bottom of the model and you should be straight.
You're definitely correct, didn't give myself enough polygons for the ear. Im going to be covering them with hair but if you think I should I should fix it, I can look into it :] Thanks for the critique Brian!!