Wow! I honestly can't think of any significant criticisms. The polycount is at a good size for that level of detail. The polygon density is appropriate across the model. The UV map is well optimized. The texture painting is phenomenal. The overall style looks like a cross between Blizzard's concept pieces, and their actual…
You can add some floating geometry on it with decal and transparency mask OR just select mirrored polygon (modifier must be applied) which is supposed to have decals on it and place it somewhere else in UV space. Quick example of what I meant (ofc, you'll need better layout than mine :P):
I use mari at work and love it. It's amazing to be able to paint on a highpoly model with a high res texture and it be fluid enough to actually paint. FWIW I've used it to paint on low poly meshes that have already been processed, as well as paint on high polygon models then baking the texture down to the low poly.
Nice! I would suggest to make all armor pieces and belts in polygon modeling software instead of zbrush, and then add damage, ornaments, etc., in zbrush. At least it would work for me :) Also, maybe he need some cloth hanging behind those hanging armor pieces on the hips? Good luck!
I've applying some adjustments thinking about preserving a better silhouette and whether or not a certain place needs some extra polygons. I hope I made some correct decisions. I also worked out the magazine some more. Subjects of critique below: (second bullet is for when the unwrap is done)
It looks like this reflection mapping is being calculated per-vertex. To prevent this, either use a renderer that calculates it per-pixel. Or up-res your model to use more polygons. Or bake a normal map from a high-resolution version of the car model, and use that normal map on your low-poly model.
History means ALL history. Deformers included, That way you can build your mesh one way, apply a lattice or other deformation to it, alter the mesh then remove the deformer but keep the new vertex positions. non deformer history is just the other history bits like your polygonal building operations.
I have tried: UVTextureEditor>Polygons>Layout[]> Layout Objects: Per Object(Overlapping) Separate shells: Off Shell layout: Into Region Scale mode: Stretch to region Shell Stacking: Bounding Box Rotate: None I can't find a "uv layout options" menu anywhere (Using Maya btw)
your bird is beautiful! I love it. For the second cactus, have you tried putting the spikes on polygon planes instead? It will make them pop and sell the fact it's a cactus more. Right now they look a bit like green strawberries to me. The plant you're referencing is the prickly pear plant I'm assuming?
the topology on your head looks a little wrong as far as edge flow around the jaw, and I think if you have a few too many loops around the eyes and lips, but not enough geometry on the tip of your nose (the silhouette of the nose is going to be very blocky). what is your goal as far as polygon count?