if i am not mistaken, he is not asking about the gradient. he is asking how to make the projection affect the entire mesh as opposed to just the polygons facing the camera. body paint has projection like this i think. as far as i know, there is no way to do it inside mudbox.
I quickly drew a wireframe, it looks like shit, but you got the idea. Also try to avoid ngons. (Polygons that have more than 4 sides) You might have some hard edges that should be soft too. https://youtu.be/yv1PQf_j3zY?t=39s
After selecting your mesh, in the maya polygons toolbar go to the mesh tab and then click smooth. If you want to see a preview of the smoothed mesh before actually smoothing, select your mesh then press "3". Press "1" to go back to the normal mesh after previewing.
I dunno what they pro's will say, but I wouldn't get my final low poly from something like Polygon Cruncher or Decimation Master....I'd rather model a low-poly ontop of the high-poly to get me loops the way I want them.
What's so good about modo's rendering system to stop floating geometry looking obvious? It's just not having shadows and having the polygons facing away from the geometry below it so there's nothing to reflect? What happens to your modo in vista? Nice looking model EQ
You make it continious mesh and then subdivide it i would also recommend to rig and uv-map (if you want to use textures ofcourse) before you subdivide it. If you use Max then its Modifiers > Subdivisional Surfaces > Meshsmooth (each iteration multiplies the polygon count by 4)
Maya does that occasionally to see if you still care. It's been like that for at least a few generations of Maya. I expect Autodesk to make it worse, but add a few worthless features (probably some other method of making hair or higher polygon default cubes or something in that nature)
In terms of total, utter shit, I think I have you all beat. This was my first head sculpt ever, and I'm kind of ashamed to say it now. I don't really know why I even saved the fucker. On top of that, it was over 500,000 polygons.
I'm starting to hear the Scrat thing a lot. Oh, well. The polygon count on him is 7,083 and the tri-count is 13,946. I'm using Maya right now and I'm intending him for animation. I was also thinking of adding fur, but I don't have that started yet.
Personally, I'd add some geo in those large loops, it's not like they're a nut and bolt on a shield. If they're supposed to be that shaped, I'd chamfer the edges so it didn't look like polygons; that's the whole goal isn't it? In a case like this, I'd assume it wouldn't hurt performance.