Cool head. Is his eye ball supposed to be that faceted in the close up shot? The rest of him looks pretty dense so I was surprised to see that the eye ball didn't get more polygons. There's a darkness to his upper face that makes me think there's some kind of shading problem, or maybe that's the intention of the texture?…
I imagine, since the fibres are just tens of thousands of individual, unconnected polygon strands, it's just a terrible amount of data to try and bake or even give UVs to (all those strands would probably be their own crazy island?). Whereas with xnormal, it can just load the polypaint data from the OBJ and bake it to a…
Looks like a much better bake, post a wireframe perhaps (or a p3d link) if you want us to tell you where you can remove polygons from. Probably wouldn't hurt to post the normal map / uvs either if you want feedback on them, someone might notice something that's better to change now, before you go and finish it.
The breakdown looks solid. But try and keep the textures to the edges, like I did in my example, because now you will need a new polygon to map it to for every block, instead of one big plane that extends. Also the texture inside the tunnels is pretty much the floor texture stretched. For the rest of the texture make some…
You could also get the quad chamfer modifier plugin (Worth the cost) and use it to chamfer on smoothing group boundaries or within edge angle threshholds automatically to get a perfect smooth. You can also use the custom vertex normals with a single segment chamfer to get perfect smoothing without a normal map and only a…
model your shape in 3ds max , try to have an even polygon distribution import it into zbrush and use the orb cracks brush available here http://vimeo.com/26399689 to make the indent cuts rough up the surface with either the clay or claytubes on a low opacity What makes metal believable is usually good textures and a good…
Danshewan has a point, Im just learning Maya but it allready abundantly obvious that out of the box it is way behind with its polygon modelling tools. Maya is obviously very capable of getting the job done but it lacks a lot of the nice special case tools that max has. the reason Gnomon teach maya is because it has a major…
The trouble is that if you don't break it up into separate sheets you're going to have to have a new polygon every time you want the texture to repeat (you can't tile a subsection of a texture, only whole textures). So it's either use multiple textures or add a ton of geo to simulate the tiling. ...Hopefully someone will…
What you have here looks pretty good. Was there some limit to how many polygons you could use? What was the project outline? One thing I could maybe suggest is more extruding parts to reduce the whole box shape. If you haven't already maybe you can make it so it opens and create some interior too.
The things you sculpt in ZBrush aren't really meant to be used in a game as is. My sculpts, including the subtools, usually end up at around 40 million triangles. So I use the sculpts to generate normal maps (and cavity maps, etc) for a game-specced lower res model that I make separately. ZBrush produces as many polygons…