I can't find the page I was referring to so I did a quick version in Max. I'm headed out the door shortly so it's a little rushed ;) The geometry and smoothing looks a bit messy, and that's because I didn't think about how many edges the concave piece was going to have before starting, but I think the idea makes sense. So,…
Cool mcgool! The magic of metal comes from the reflections - the spec map and so forth is where its at. You will have a deeper sense of satisfaction once thats in place. A few things I can suggest at this stage. Use a Darker grey in the metal, then get the brightness in the spec - one trick they use in Unreal 3 was pump…
Tackle shop: Why are the brick on top of the plaster? , you'd be better off using somekind of blend material, hardalpha overlay or decal for this effect. Or just simple incorporate the plaster into the brick texture. Right now it doesn't really come off as worn or degraded. Lighting is very uniform doesn't really expose…
The normal map in your test is not hiding the hard edge like in the Insomniac version but your normal map looks pretty similar. Maybe the values aren't quite right in your normal map. Or maybe the edges in the normal map are too wide.
Looking good! For this last material; Have the paint chipped more along the edges. Right now it follows a smooth curvature with the edge and doesn't look like how paint would wear away. Increase the roughness of both the paint and the wood. Keep it up!
I went another way, deleted all support edges and enabled smoothing groups in turbosmooth, now topology looks much better. But it eliminated all my beveled edges (the ones that give specular highlights), is there way to make them in ZBrush?
I don't know C4D well enough, but applying a Phong break to an edge sounds like the same result as using 3ds Max to assign different smoothing groups on either side of an edge. http://www.polycount.com/forum/showthread.php?t=56935
I wouldn't think it's that abnormal. But I would imagine it's easier to retopo your highpoly with a new edge flow rather than creating a new subdivision cage manually. Not that subdivision modeling isn't good practice for good edge flow in the future...
In maya, grab a cylinder with enough edge loops and use the bend deformer. Delete the rest of the faces so only the corner part remains, duplicate and place in desired locations using snap to vertex and a reference plane. Connect up the edges with bridge.
Try putting the whole mesh to 1 smoothing group (all soft) and import that in and see if you're vertex count changes. Basically for every hard edge the vertices are broken so you get 2 vertices while soft edge is one.