If you want some parts of your mesh to smooth but not others, you may want to set up creased edges before subdividing. It would be easier to crease edges in Maya than to fiddle with isolating/unisolating dozens of times in ZBrush (you can send over crease data in Maya with the GoZ app bridge).
You can make the seams on the hard edges dissapear if you break your UVs on them. Personally I'd use less polies on the flat faces, and bevel/chamfer your edges to get an overall silhouette closer to your hipoly (especially on the broken corner), the inner faces here aren't really adding much.
This is way closer than you would ever get to it in game, I think it holds up pretty well even at this close distance. Nice work! I like the detail on the robe. You might want to fill the black areas with the color they boarder, it will get rid of the darker edges around the opacity maps edges.
During the low poly process. How does he remove the edge and vertices in one click? What tool is that.. I can do it by removing the whole edge than removing each vertices individualy.. but he is doing it soo quickly.. If anyone can give me a quick reply i would apreciate:P. Thx
This is what I'm at now. Might be my final version, as a lot of further changes I tried either made it look worse, or ruined the more stylized look I'm going for. Any further feedback would still be appreciated though. @capone Yeah, that's what I meant with the saturation. Your last screenshot really shows different…
For those of you who would like a list of steps to follow in order to troubleshoot your situation concerning normal maps, here is the one I compiled from my specific situation. THIS LIST IS FOR 3DS MAX 1. Model high poly. 2. Model low poly. 3. Unwrap low poly. ----------Make sure your seams are wherever there is a 90…
The sculpt looks fairly nice. I don't know what ears looked like in Brink, but in your sculpt the anatomy on the ear is way off and kind of strange. Compare to some photos online to see what I mean. The topology is on the right track but there are a lot of problems, and honestly I feel like you will need to redo large…
You need to show more if you want really accurate feedback, one piece like this is not really enough to spot all your flaws and weaknesses. However there are some obvious points to highlight! - The nose is flat and potato-like, and anatomically incorrect. The same goes for the ear, it looks sloppy. Learn the major planes…
Well, from the perspective of Splash Damage. The high poly detail is not sloped enough: Post your high poly source so we can see where your bake was derived from. Also, I'm not really sure what kind of smoothing groups you are using. There doesn't seem to be much (if any) Binormal correction in the Normal Map. The low-poly…
Thumbnails work now, thaks for fixing it. And yeah, your site loads fairly slow. I host my stuff at Bluehost and think they're pretty good with speed and other features. As for randomness of weathering effects and dirt... What I meant there is that you should pay close attention to what factors influence the look of the…