I think careful planning does the trick, as in thinking ahead, modeling your high poly to fit an imaginary low poly and foreseeing any problems with baking or uvs. If you bake in Max, you can simply use a projection modifier to get your cage and choose what high poly meshes to transfer from (essentially skipping the…
A suggestion for the feathers: The shapes on your feathers are all pretty similar, they shrink in size, but are pretty consistent in shape. These are all feathers from the imperial eagle. See how much variation there is? And the feathers are all pretty smooth too, to help streamline the bird for flight. I think you could…
Front of the neck in the concept flows down to about the top of the nipple. You have a U shaped chin, the concept is a U-shape with the center line pulled down really far. The part of the skin that looks like a shirt, you should get the part towards the body to smooth in more instead of a hard edge that looks like a shirt.…
I agree with softening the edges here and there. It looks a bit too stiff with it all being very tight-edged. And jostle some of the pieces around a little - make it look like they don't fit with such exacting precision. It's what'll give him character rather than looking like he just came off a sterile production line. I…
Easiest way would be to skip using turbo smooth and instead insert the loops manually then run set flow on them (or adding them with swift loop while holding shift). That way you can avoid smoothing the mesh in ways that'll cause distortion while baking. Here's the highpoly with manual subdivision:…
I pm'ed my feedback to gandhics and duplicated it here too. 1) Default user grid spacing is 10 units. I can change it before creation when use autoAutoGrid, but it reset with every new grid. In Align2FaceSel. only way to change grid spacing before creation is script editing. It would be nice to have an option to change…
You will end up using the Move brush A LOT. Smooth brush does wonders with low poly meshes. Even if you have a high sub division level you can always lower it to smooth it out and then just bring it back up without loss in detail. Also try ClayPolish in the Geometry tab. I'm glad I was of some help. Great workflows in…
Yeah you will get some distortion but it's worth it to save UV/texture space. In addition to being easier to paint, normal/specular mapped edges will turn out better as straight lines of pixels will display clearer than curved lines of pixels especially when mip mapped. It also keeps the true vertex count down provided all…
I wouldn't worry about distortion on corners that don't have detail, but I would worry about seams cutting across a smooth surface, especially if this was going to be exported to an engine. If its just for high poly rendering, it really doesn't matter where the seams go, they won't effect the smoothing. I really think its…
Hello all, New to the program, and love it. My issue is when I open any image it is not smooth,block form (pixel). Watching the training videos, I notice the layout of the images are really smooth. My system is rather new with a higher end video card. Not sure when I add or sub clay why the picture is rough. I am using a…