I fuse things so I have more control over what the shading does. It creates a lot of extra poly work though, and letting the z-buffer sort out where the edges are can be a great way to save polygons and make a model more efficient. In the end, it's up to you.
This is probably common knowledge, but it was pretty funny when I figured it out and no one on my art team knew(Im a recent maya convert) split polygon tool... right clicking to "finish" the action. like hitting y or whatever.. it will keep the split poly tool active. It makes me happy!
Right now even if you were to inset those polygons before extruding inward using the method I pointed to by EarthQuake, you would probably still need to start off with a few extra edges to maintain the overall roundness of your large cylinder shape just like in EarthQuakes' example.
Bravo! Much better indeed. Nicer contrasts between the materials/rust etc. However i agree about the glass thingy, extrude a bit inwards no? It would really sell the normal map. And considering how much polygons u spent on the hose, i think u could ad 10more, no?
That's probably close to how I'd do mine... I probably wouldn't use a hemisphere though, I'd just use more flat plane sprites, because that way you wouldn't get any hard polygonal edge angles showing up, it'd all be smooth alpha-blended edges.
I loved the sheer quality of things like the spirit walk... when you approach your body floating there you don't see jagged polygons clip through the surface...the surface of the character burns away. The puzzles within the game. I've been waiting for an FPS to incorporate brain teaserish puzzles.
i really liked these images when i first saw them, and i really REALLY liked them when i saw that they were game engine spec not full on "polygons-are-no-object" type renders. fantastic work - i particularly like the night time ones, great understated mood...
Environmental artists as well, that know how to do normal mapping. Hey your out there looking at game jobs and they want experience tell ya what this guy isn't going anywhere but up, hes got a solid alpha build and a.i. coming soon, he needs some polygons guys.
It sounds like Zbrush decides to 'bend' the UVs of the subdivided versions of the mesh? (kindof like how polygon smoothing curves edges) I don't think that 3D programs usually behave that way. Maybe try to subdivide your mesh a few times in Z and Max/Maya, and compare the resulting UVs?
thnx a lot ! mm, actually this is a handpaint texture .... O.o... and I seemed to have screwed up his eyelids you're right. Thank you very much. Also I kept the polygon count on the head low because I was thinking I would cover it with the hair, but i'm not sure if that is the case.