This is how my maya looks :( Should I reinstall or can I reset layout? Thanks for the quick reply. EDIT found it: had to go in polygons mode. Fingers crossed. Seriously this is the first time I opened up maya in my life. But what is the history you talk about?
All great advice, except for this one little bit. You should never delete polygons for a bake, as this will bend the vertex normals along the edges of the new hole, which will screw up the baked normal map. Moving them out of the 0-1 UV space is the way to go instead.
Since it started to get better with more polygons, it seems like a density issue to me. What does the mesh topology look like at the lowest subdivision level? (Even 12million points might not be enough for this type of detail if those points aren't properly distributed where you need them).
Here's how I would do: do the big shape, use "live" mode to draw some shapes on top of the big shape and keep going (using polygons ofcourse). If you need to get these shapes all in one I would do booleans if all your shapes are capped.
I've tried using nanomesh but to now avail really. When i choose all polygons it doesnt even do it, and all the copys end up intersecting and look crap. Maybe I need to check a tutorial to get it to work. If there's any other ideas please let me know!
The skull still looks very odd, more silly than threathening. Need bigger eyes, and a few more polygons to define the shape of the head and the cheekbones. Overall - don't be afraid to go wild on the texture, you are seeming to be very conservative and tidy, while that will take away from the "epic" factor.
Remastered when used in the world of games usually means changed to render at a higher resolution with a bit more flash, not entirely remade. X is definitely the most popular one this side of the great polygonal barrier that is the ps1->ps2 passage, which wouldn't require as much of a visual overhaul as 7 would.
I would duplicate the handle and use the Interactive Cut Faces Tool (Edit Mesh > Cut Faces) to slice some edge loops that follow the tape. From there I can extrude strips outward, delete any unwanted polygons, and clean up the edge flow of what's left behind.
Looks alright for a low poly model. You still got nGons going on in the hand guard. And the polygonal density of the handguard doesn't match the handle's and blade's density. I'd encourage you to make a high poly version of this. What reference were you using, or is this from imagination/self-concepted?
if polygon modelling is your strong point then I suggest that you block out all your clothing in maya and then refine in zbrush afterwards, the topology that you have on the cloth at the moment is awful compared to the evenly quadded well thought out female base that you are putting it on. Play to your strengths.