Nothing really rocket science, I think in the real model from naughty dog they actually had it modeled in the low resolution (you can see if in the screenshot from her face). On mine I just pushed the polygones in with the dam standard (or a similar brush) until the other shirt under it start showing. Tadaaa. And i'm glad…
Whenever I need to lay out bevels like that, I like to use floating geo. Just model a strip of polygons over the top of the model and get your bevel in there. It gives pretty good results, and bakes pretty well. Also, your not adding a bunch of extra loops that can mess up the overall shape when you smooth.
Why don't you just show the lowpoly wireframe? (At least I don't see it...) That will make giving suggestions a bit easier. :) ~7k for an object like this seems a bit high, all depends its importance in the scene of course, but mostly I think the issue is seeing the lowpoly, and finding areas where your extra polygons…
so than who is our first favorite Kunoichi >?< looks nice even tough ... me personaly i would have liked to see some more polygon edges and uv cuts around all the areas on her cloth were the material changes, like in the real doa games . . . its like super crisp infinit texture resolution
looks like you have bulges on all the slots and electonic machines. since they're mostly touch screen and lcd screen based these days they would be perfectly flat. could save you a few polies. also looks like they're all mirrored. there's probably quite a few polygons that could be shaved without any noticable difference…
Polygon limits. Deja. As to the nopice isue, part of it is you have to think at the distances this will be seen, as well as the fact that in most cases, these were homogeneous, rough castings with two coats of paint. The Soviets were never known for their level of commercial polish. Maybe the paint should be pushed more…
You can achieve the lightning in particles using the trail feature of the unreal particles, I only used it years ago now so there might be better nowadays tho. If you want the lightning bolt to be different in all directions and static in every shot you could simply go for a uniquely or tiling textured strip of polygons…
his mouth seems almost the same as an insflatable doll , the eyes are also weird, like you cuted two holes and added some slight bevels around them. The face looks really muddy and i can see you are using lots of polygons but havent played with making the shapes be seen before the detail (wich are also almost inexistant ).
http://www.guerrillacg.org/home/3d-polygon-modeling/subdivision-topology-artifacts I don't think you'll run into much problem putting a few triangles into zbrush though (at least on organic models). Once you step up one subdivision level every face will become a quad anyway, and there's plenty of tools for…
Did you import this object into Maya from Max? Maya's importers often "lock normals". The proper steps to reset this is to do: 1. Normals -> Unlock Normals 2. Normals -> Soften Edge 3. Edit normals manually now, if you need to. If that doesn't work then something else is wrong... maybe double-sided polygons as mentioned…