Sorry "blobby" wasn't really the best word to use. In the circled area there is a strange shadow, the green metal gets dark as it nears the corner. Either breaking it up into more smoothing groups, or if you are using the smooth modifier, reducing the threshold can help.
Hmmm...if you want to make her look a bit more feminine, you should give a fair smoothing out to the area between her eyebrows! in fact, smooth the whole topology around the eyebrows, they're too prominent for a delicate peasant girl!
Unless it's been changed recently, marmoset uses its own tangents and isn't synced with anything so you'll have to take your pick between smoothing/UV splits or support edges. Personally for this model I'd go with smoothing/UV splits
Pixelation is because there's not enough poly's to make it look smooth, combined with no smoothing groups. To make it one solid stroke, you need to up the mouse average. You can change it from the Stroke menu, I usually do like 3 or 4.
Hi! Some good points already raised. I think currently the models clash a bit: Some are lowpoly/facetted (weapons), others smooth (anvil, wall), pedestal has smooth curvature + hard edges. Finding an artstyle to use as guide could help to keep everything visually consistent. Agree with hwaminjung about setting the scope…
Hi ! The best thread I've found here is this one and it works perfectly for me : http://www.polycount.com/forum/showthread.php?t=107089 Really simple, the hi poly with the rounded edges, the low poly without smooth group, and a cage with one smooth group for all the mesh.
Glad to have helped. Read about the edge smoothing (maya) / smoothing group modifiers (max) to understand why that shading issue occurs. It's a prretty common thing -- easy to fix once you know it but understanding how the normals work is pretty important for a lot of reasons.
the highpoly looks like it has smoothing group problems, the planks look rounded rather than flat. Maybe change the smoothing angle and rebake or add meshsmooth/turbosmooth and subd it instead? wont make a huge difference but it might help. Other than that its fine.
I think I see what you mean about the polygroups; it now preserves them on the extracted mesh? Regarding the circle; open maintains the volume the new mesh when smoothing, closed will not (which probably has it act more like edge smooth).
8mill seems to be butter smooth, 32 mill seems to run about as well as mudbox1 with 2-4 mill on this system(workable but not smooth). Quad core 6600, 8 gigs of ram, xp 64 and 8800 GT. Seems pretty awesome so far.