I am really bad modeller:) Each face was separate subtool, and after rude sculpting I simple attached faces in one subtool. And it really slows my computer, so I decide to optimize it by quick retopology.
Are there overlapping (coincident) faces between the high res and low res models in those areas? That will cause problems. If so, just apply a Push modifier on the high res mesh with a really small value to move the face apart a bit.
I'd say the top banner is too big and doesnt look that good anyway. And you put it all over your images :( But if you really want the image then maybe you can put it to the side and make your buttons going vertical instead of horizontal, with your name above the buttons. The currently seeking employment text looks…
I want to know what it would look like if you spent 2 days sculpting a face. Or 5 days. Now that you've leveled up your skills, how much could you refine, detail, and polish a single face sculpt.
1. If you select faces in the unwrap, they should highlight on the model and vise versa...try hitting F2 if that isn't the case. 2. No you cant just do it by faces. You could separate the model into pieces, do your unwraps separately, then reattach.
I spent some time and gave Jam a face. I decided to go with a semi realistic face.............which doesn't look ANYTHING like the original concept. Now I have to figure out how I'm going to tackle her hair
arnold does not have a toon shader.. but one is in development... https://arnold-rendering.com/2017/11/02/toon-shader-test/ you could try to work with the facing ratio... https://support.solidangle.com/display/A5AFMUG/Toon+Shading+with+the+Facing+Ratio+shader
So you have a cage, in which case, it cannot be intersecting faces. So my next best guess is inverted normals/face of the model and/or inverted UV shells. Try resetting your XForm on the low before baking, it should solve the issue.
Really cool concept, I'd go with B or F, but maybe change a little the lighting of the face, I understand the dramatic value of it but face recognition seems to me really important if you're trying to do a splash art, if that's no the case then go as you like with it.
How did you managed the shading of the table plate? Does every face has it's own smoothing group (hard edges) or do all faces are using the same (normally gives dark areas/shading) - or did you delete the backface of the table?