Yes I think arrangemonk must be joking, that was a method used in the '90s and it was really error-prone and slow! Personally I do it all with Max's Relax, hotkeyed maxscripts for aligning horizontal/vertical based off Chuggnut's scripts, and eyeballing it all.
my only tip is when you render it to a alpha texture do it at a 45 ° angel so that the lines run perfectly vertical and horizontal than map it onto your geometry minus the 45° angel and you got Jaggies less alpha :)
Beats me, Snowfly. I was looking for something like that as well, but came up with nil. That, along with a soft selection tweak of vertices that stick to surface, would be great. Again, the retopo tools just have the absolute minimum functionality to make it useful.
I'm pretty impressed with how comfortably you sculpt in a 3D perspective view. Whenever I try to move vertices or edges in the 3D view they always end up 5000 units away. That faceted material trick is great and certainly helps.
The problem with this technique, is that you will need to painstakingly go in and break free vertices exactly where you want the seams to be, which in my mind would take longer than just smacking it with planar maps and doing standard unwrap UV editing.
You can use a max falloff material set to the world z axis, to bake out a vertical gradient on you model and it's high areas. That alongside a cavity/ao map should provide a good base for some filters to fill in the rest.
Isn't this what the "Create Face" mode in EPoly does? You just click to position vertices and it builds a face out of the last however many verts you clicked, just right-click to exit the "add vertex" mode and it will create the face.
One thing that bugs me a bit with the roof texture is that there are a lot of vertical lines on the shingles. It's a bit late to mention that now but what the hell, I figure you can handle it ;) And it's not like you need to do anything about it if you don't want to, still looks good.
his belly skin looks like cheese cloth, not very skin-like his face as a long vertical seam [?] down the middle of it the complexity of his face sort of weighs down the model. The rest of his body looks WIP, like a lot more detail could be on it
My problem is now that he dont want to merge Vertexes together. So the Smoothing dont looks nice at this point: I have selected the Vertexes and then clicked merge vertices. But he dont want to merge them correct hm... Here another picture of my workflow: