Head I sculpted from a sphere in zbrush then used z-remesher to bring into Marmoset for realtime testing and such. Lots and lots of messing about with z-remesher but definitely a time saver...
that would be awesome! Im just interested in how you used Z-Brush tbh im fairly new and would love to see how you got this from Z-Brush! Espically as i seem to be following the same workflow!
ScudzAlmighty, Maph - Thanks for the crits. Got around and finished him up. Not too happy about the Z work but w/e.. Guess I can do another phail with the comicon. Some quick BPR renders from Z.
Update: damn, making it look like me with 3 pixels for the eyes is a pain in the ass :P. Crits and comments welcome! EDIT: lol the z from my Ctrl+z is visible ^^
Polybend, you solved my problem! It was the constraints that was the issue. I had x,y,z constraints selected instead of just y and z, so the angle of my plane was going every direction. Now it easily snapped perpendicular to the edge.
I'll try ortho out. Yea I've been using Z. The only problem is if I use z for like a long edge because it's not a precise point, and it covers so much in the viewport, but I guess there's no better way to handle that. thanks
It looks like they are, there's a spot showing near the center-upper lip but it's z-fighting with your reference mesh. At the top of the window, try raising your Z-Bias and/or your Additional extrusion. You can turn them back down later.
Here is my Maya scene setup to render out the cubemap images, one minor note, in cubemapgen the -z and +z are reversed from what they should be in maya, but the scene is configured to compensate. cubemap_maker.ma
Are you using the same tangent space? OpenGL = +x +y + z. DirectX = +x -y +z. Did you bake and import the meshes already fully triangulated (already should have if not).