OK, this one is kind of general and long winded, but it took me a while to figure out. Would be happy to know of a better way for sure! When importing hard edge graphics such as a vector file into PS, don't use the import dialog to resize smaller and import the file. This will use PS normal default sampling AFAIK, and…
I have to agree with Ruz. It reminds me of the way I did faces by slicing, hacking, and cutting my way along, its not "wrong" because it is an important skill to have and will teach you much as you hack and slice. It just isn't as efficent with your time as using edge loops. Also if you keep your loops clean and don't cut…
I'd recommend reading some threads in 2d/3d, common normalmap problems have been pointed and discussed to death here. It's always awesome tho when someone screams for help but gives no information about his workflow nor posts the normalmaps etc that are giving him the problems. There's different reasons why you could be…
Don't be afraid to dive into your normal map and do some painting, often the bake is a starting point not the final result. =) A lot of the waves could be wiped out by dragging a vertical row of pixels, horizontally. If more of the pieces where straight, it would be pretty easy to eradicate 95% of the waviness that way. I…
I think what Poir is getting at is that, the edges themselves don't have much to define them from the rest of the shape when you take a straight-on shot (what RTT does) of the tread there isn't much of a chance that it will pick up the inner sides of the tread. So it looks like one smooth surface. The only real reason you…
Adam: The model is front heavy. I tried to thicken the tail and lengthen it to help balance it out and you can't see that so much in the picture, but having said that I intended the character to use his arms, or an arm, as support when he stops. If he is not holding a weapon he would be in a stance similar to a gorilla.…
Awesome work so far! I also agree with Lyte. The steps are too high in density for what it is. If you were to show the overall wireframe for a breakdown shot, everyone's eyes will go directly to those steps and wonder why they have so many loops. Those steps can be flat faces with just beveled edges. You will get basically…
the problem is, that zbrush has zero clue where a quad model starts and you can't cycle through the possible option. you can see this on your reconstructed mesh, there is no more center loop, chances are it started with the edge next to the one it should have started with. in blender for instance you can cycle through the…