yeah a lot of times people are making their HP edges too hard and don't transfer well to a map, in this case, they're looking a tad too soft and squishy. Nice model though!
I think you're perfectly fine with learning in Mudbox. The gained skills can be easily transferred to zbrush later on. Learning a specific tool is only a tiny part of becoming a good artist.
that is just stunning. So is it like a cloud texture on top of a blue sky texture with some sort of blend gradient texture used to transfer between them? in any case the result is stunning!
The best workflow that I use is to create your high and low poly and use either Maya's Transfer Maps or xNormal to generate my normals and whatnot. Great progress so far :)
Hey DrawingMoose, I posted this on General and a Mod must have transferred it here. Complain to them. And I don't work for the Studio so why should I post it for them in jobs.
wow, that is really cool, I'm surprised how well the transfer works. Although it seems like you need to have pretty heavy lines for it to work really good, but still awesome.
Unfortunately, we currently have attachments disabled for a few reasons. Primarily its to reduce the cost of server space and data transfer. It's why you don't see ads on Polycount :D
no bugs, I wish. target weld integrated, I wish. Porn in the docs, I wish. I'm really interested in the new normal mapper tool they replaced transfer surface info with.
well its different but its not bad i got used to it and like it the way, because i can easily transfer uvs from one channel to another without saving and loading
What file format are you using to transfer the file? Like Mr. Butcher said, .obj files should preserve the quads. I've gone from Max to Maya that way with no problems.