Definetly try to avoid a lot of thin polygons. Most of them arent even very visible. About that wrap, try to do one continuous piece instead of multiple rows of polygons. Low poly models dont have to follow the flow of the high poly. Hope this makes sense.
OK, here it is. a hell of a lot better if you ask me. The problem is solved :) the only thing that is left is to retopologize the model and the displacement map will look FINE as hell. The model itself is 18k polygons but most of those polygons have gone to the wings. Thanks guys for you help :D !!!
Zbrush doesn't smooth between polygons, it's Flat Shaded all the way. Models only appear smooth with the polygons get so dense and small on the screen that your eyes can no longer notice the subtle difference in planes. You can subdivide (normally or dynamically) a few levels to make the model appear smoother.
yea definately quadify mesh is excellent, also try the turn to poly modifier with keep polygons convex and limit to 4 sides. oo and the generate topology tools under the graphite modeling tools -> polygon modeling -> generate topology has an option to create cross hatch topology and keep a square outline :) fyi
What i meant is: topology for sculpting is better when it's a grid, when polygons are evenly spaced, you get the same density everywhere on the model, so the brush reacts the same all over. Adding big polygons and edgeloops will change the brush behavior (and shift in density)...which can be a pain in the ass sometimes.
Your UVs aren't the problem, although they do need more spacing between the shells to accommodate bleeding. What you need to do is increase the polygon count of the model you're painting. Use Mud's subdivide tool and uncheck the option to smooth the model. The more polygons it has to work with, the better the paint results…
There are a bunch of exploits like that, the most easy to learn is the fact that if you have a sharp edge of a mountain, two polygons paralel to eachother, you can spam the jump as you slip over to the other polygon, and it will count as landing properly from a jump and you can jump again and thus gain a higher position.
This is a good start. One thing that I do notice right away though is the spacing of your polygons. There are area such as the front and side of the legs where the polygons are really long and close together. This will create a pinch when brought into zbrush. That is the first thing I'd fix before adding more detail. keep…
You can also have shading issues. I'm not sure how important that is in this day and age with per pixel lighting, but certainly back in the olden days you had to avoid large polygons, and long thin triangles because of vertex shading. Anyway, dividing it up into more polygons allows for texture tiling.
You can usually knock a whole bunch of the polygons out of the reflection geo - the further from the mirror point, the more polygons can get stripped. It might be nice to build some alpha light cubes streaming in those windows, then you can run a particle emitter to create some dust motes.