I'd just smooth the trouble areas and project again. If the lowpoly doesn't match the highpoly, you'll get those results in the first image. You might also want to Geometry > Freeze SubDivisionLevels > select the Zmodeler brush, and alter the lowest subdiv so that you get better projection results
Hello Fellow Artist, One HW down from Watts Atelier!! Did the pencil sharpening test and I passed. Now I'm working on my next HW. Creating and shading the basic shapes. This is taking longer than I thought. The problem of charcoal on rough paper, I spend most of the time blending and erasing. It's difficult to find smooth…
In zbrush, the normal/displacement maps are baked at the lowest level to capture the differences between high and low, while polypaint-based maps like textures are created at the highest level in order to capture the detail. This is why those maps would be rounded, as zbrush will likely be set to smooth UVs. There's a ReUV…
No, it looks like he's using hard edges but hasn't split his uv shells. (Edit, actually it looks like both.) Though setting all of the edges to soft in maya will introduce different types of errors (smoothing errors). Make sure "match using" is set to "Geometry Normals" in the advanced tab in transfer maps, this will fix…
If you're taking it into ZB you'll want quads that are roughly the same size and roughly square. That way when you sub-divide you don't have areas that are tightly packed and give you a lot of detail at lower levels, but then you have to keep subdividing to get the larger areas to a decent resolution. It also looks like…
If I can give you this advice, never do temp/fast/"lame" (as you called them) UVs, because sometimes you can get errors which (at first) you might not understand from where they are coming from, but at the end you might discover that it was something related to the UVs. Doing proper UVs from the beginning it's just a time…
Yeah, the smooth brush can be pretty aggressive at the lower subdiv levels. You can bump down its intensity at the lower levels (I really knock down the intensity on all the brushes haha), but I find myself mainly sticking to using the clay brushes to add/subtract to get the forms close and I don't start really…
Finally found time in the holiday to get her into low poly. I really want this to be a decent piece for my portfolio, so I'm pleading for tips, tricks and crits. One real problem I'm having is that even at a high poly count in the face (4K tris), and with a large texture/normal map, and with smooth low-poly mesh and a…
these are gesture drawings i do to find a smooth action pose. These are important to do because you can find a flow to your character, which is important to a splash art because they are dynamic and they should flow well. If you do some of these to practice, you can start your character a good gesture pose, you can combine…
Thanks, ncav! Finally got the LP for this chick sorted. I was getting a bunch of errors smoothing the mesh in Maya-- 2015 has a lot of bugs in that area. Anyone know if those are fixable, or do I just need to always have a copy of 2014 or Max handy to avoid weird softened normals that won't go away and shade incorrectly?…