OpenGL is set to default (physically_metallic_roughness) all the outputs seem to be correct as well. I can send my file if need be? I may be missing something completely obvious here.
This depends on how the algorithm interpreters the mesh, different algorithm, different results. Simple example: Unsubdivided mesh Catmull-Clark (N-Gons) - Cinema 4D Default Catmull-Clark
As CrazyFingers said, please do something with your lighting. It almost looks like default viewport lights at the moment. It's hurting the presentation of what looks like a really nice character.
I've seen weird things happen in Viewport 2.0 that don't happen in default or high quality rendering. What version of Maya are you using and which viewport rendering mode?
CryENGINE uses standard SI units for pretty much everything, so the default player is ~180cm tall. A handy measuring trick is to use a solid, or for larger distances, the ruler tool:
Check this attribute on the channel box ( where you can find translate, rotate, scale informations ) its default state is "on" and it doesn't have to be colored. transform162 is your object name.
Is there any user preference map for max like there is in maya? If so, make a backup and delete it (or just rename). This should force the program to revert to default, this might solve your issue?
Looks pretty good, nice work. I agree with the above crits. Also set your AA Filter to Catmull-Rom (defaults to blurry area) if you're going to render.
Day 06 complete! Started with the default ZBrush female head for this study Credit goes to @ elithenia for the reference photos, please find them in their original post See you tomorrow
Hey, just noticed this in Max Preference Settings/General ! Sorry I assumed MikkTSpace was the default mode but you have to check it. Tbh i never display normal maps in max.