Your skin overall needs more polish. This tutorial will be the most helpful: https://www.marmoset.co/posts/creating-realistic-skin-toolbag-saurabh-jethani/ Your hood needs to have more polygonal density. There's such a dramatically distracting contrast between the fidelity of that vs your head.
on the edge of the RIS rails is there a chamfer? or a vertical polygon between the top section and the bottom section? like below this bit : ______ /_____\ if so remove it, it will have no effect other than boosting your try count unnecessarily, have you seen racer's tutorial on making rails correctly?
I'd agree with adding some detail - shading and polygons - to the stuffing. The springs are missing from the armrest stuffing - was this intentional? You might want to play with the specular a bit to give the chair a worn sheen. I can't see the grid texture on the duct tape that's present in the concept.
The zig zagging shouldn't be too big can issue if you're using Maya with angle weighting (also got that in my toolkit for MODO). For Max, yeah, you'll want to try and have the edges connecting to the vert in a symmetrical fashion to even out the contribution from the polygons.
I tryed it... nothing changed... I'm so desperate... T_T Maybe it's an setting option I've accidentally switched on? It's so weird, because I have the feeling that I can select the face only near the edges (last 5% from the middle to the edge) of the polygon.
Would it be possible to add a polygon layer attached to the upper eyelid with a transparent shadow texture? (think decal) That way you could animate it with the eyelid. Although it won't be physically accurate, and not remove all of the specular, it would follow the eyelid and maybe sell the effect to some extent?
Is there another method of hard edges that actually works with the vertex? All Harden edge does is make smoothing groups, and fades out the edge with two smoothing groups one poly out. This is leading to wacky results with things like triangles being one polygon out.
You can bake normal maps directly to a low-polygon model inside ZBrush with the ZMapper plugin - this comes as standard with versions 3 and above as far as I remember - no need to download Mudbox and completely start your high poly model from scratch either!
I would also like to see an example of appropriate high poly environment models. As I've mentioned early, I'm working on an environment, working on adding lots of detail but don't have nearly as many polygons as was mentioned. Are you subdividing hard edged models as well?
hmm well i guess you could do this in a number of ways.. i'd probably do it something like this: its just straight polygon modelling and then sub-d'd i dont know the terminology in modo but in max i put a turbosmooth on my edit poly