simple thing, your mesh is too lowpoly your faking smoothness with normalmaps but your mesh is still as lowpoly as the unsmoothed version would look like, so how should the raytracer cast the shadows, if not based on youir lowpoly mesh
basemesh then zbrush then hardsurface highpoly in max then final highpoly in zbrush then on to lowpoly in 3dcoat for retopo and max for hardsurface lowpoly then bake and texture
Hello! These are my highpoly and lowpoly versions of a cupboard I did for my modeling class. Critique welcomed :) Highpoly Uploaded with ImageShack.us Lowpoly Thank you, Jessica Dinh
sounds like a great idea, i would also say that splitting exercises into small chunks and sharing assets in-between would also be great. could be set-up like the concept tag, eg highpoly(?)-texture(?)-render(?)-finishedpeice (by ?,?,?)highpoly(?)-texture(?)-render(?)-finishedpeice (by…