I had a look at it marmoset, there is something wrong. The only thing I did really that changed anything fundemental that looked definitvely problematic, was I triangulated the low poly. Since you were baking in maya and maya is the target renderer, not sure if thats the fix you are actually looking for as triangulation…
The cut on the suit makes it look like a tracksuit, and it's floppy like linen rather than a wool mix. You need to get reference. Some points: The hem of the trousers seems to tuck in, but it wouldn't. Also too high, the hems will rest on the shoes (unless he is wearing a Tom Ford) and the back of the leg will be about 2…
Thanks for the tips people :p Yeah my first render (page3) looked really wobbly/blobbly. I mainly think this is because it had no normal map, or materials (which looks bad in marmoset) Here I baked a normal map and rendered in 3DS Max @independ-hans I think the character would benefit from a curvier profile - Spines are…
Whats your target polygon count? Is this character intended for a mobile or light application? If not, you are wasting a lot of time trying to create detail vert by vert. I would strongly suggest using sculpt mode for the bulk of your detail; its simply more efficient. I'm sure you put a considerable amount of effort into…