Your Maya screen clearly shows faceted shading . So something is definitely wrong . Check shading in Maya and make sure you have split/hard edges in those areas in your exported model. Import fbx back in Maya and check . We also need to see your UV to figure out if you doing it right . The hard/split edges shouldn't be set…
First, about creating the upper eyelid crease, I agree it's a pain and I don't know how to do it in zbrush. I'd probably try to create two different objects (tools?) for the tarsal plates part of the eyelids and only combine them with the rest of the face later when the fat pads and eyebrows are 100% done, so they don't…
Yes, averaged bakes/cage bakes work best for organic assets with no hard edges/single smoothing group, and can be problematic for hard surface assets, as averaged bakes introduce skewing to your models details. Best to just not worry and always bake with a cage/average normals, while using something like Marmoset to paint…
Not sure if you mean to stick closely to the Dark Souls mimic models or not, but here is some general pointers about gums: Notice how the gums wrapped around the teeth a bit. Tongue becomes pretty thin at the edges. A scrunched up tongue with flared edges is what most animals do when they growl. Looks like your geometry…
Pretty nice looking stuff. These are the few small things I noticed: 1-the knot in the middle of the barrel is weird. too big, too centered. It just really draws the attention. 2-The ropes need to be one smooth group. Right now they have really sharp edges and look like cubes. (this is the worst offense imo) 3-on the blue…
I did some quick paintovers. I'd really suggest just grabbing a hard edged full opacity brush; set the pressure sensitivity to size. Then use the same brush or another similar brush as an eraser and erase out. Just play around with making shapes. My process for painting is usually this and then locking that layer and…
Yeah good point, its why most people triangulate their models before doing materials, especially if there is a normal map involved. If you aren't doing any modeling, you don't need the edge loops or rings and you want to make sure the tri-striping is constant between apps. Any difference will screw up your normal maps and…
this is shaping up really nicely! to answer the question, that background has a lot of detail and crispy edge treatment from the photos you've used- it will sit in more if you either a: bring more of the high-frequency noise/crisp edges into the rest of the painting, or b: knock down those edges with…
Wow man fantastic stuff !!! Your portfolio is amazing from high poly to your renders triple A work man. I have a quick question along the lines of Lee3Dee's question. I do hard surface modeling a lot myself and I always use edges to create the sharp lines I need, but this is really slow going, you mentioned using edge…
It's been a short while since I updated; there were so many tips/tricks covered that it took me awhile to internalize it all (not to mention getting sidetracked by work/life). But anyways: Step 5: retopology Geometry edge flow should correlate with the angle of bending in order to deform/animate properly. For objects with…