I'll avoid talking about design, as the two comments above covered that. Are you beveling your edges? A lot of the edges look super sharp and could use some roundness to them. The spikes on the shoulders look like 4 triangles, but have soft edges. If you want round spikes, you should be using cones with more subdivs,…
A game-res mesh needs to be optimized for three things at the very minimum: texture space, performance, and animation. Using zbrush decimate will produce a mesh that is possible low poly enough to not choke a game-engine, but the resulting mesh will not be at all optimized for animation. It will consist of all tris, with…
I'm not sure I understand.. the hi poly, due to the definition in the edges of each piece, is around 938k. I can't possibly transfer those edges to the game res model with a reasonable poly count, can I? So, in your example you mean to have the base tiled bark pieces like I showed you in the first image and then add a…
If you create a plane, convert it into an editable poly, and go into face mode, there should be a "create" button that you can use to place vertices that will form faces once you place 4 of them. I think you would have an easier time using the edge drag method though. Place a plane to start with, convert it to an editable…
Neox, for straightening UVs I use "follow active quad" ( you need to make a single quad straight first) . I think it had been in Blender long before any similar things in other soft. Never needed relax in Blender. "Ctrl+V" or "E" and sometimes pins do pretty all I need when move an edge As of Set flow Autodesk does have…
I also had trouble with this when doing hard surfaces. I found the 'smt off' method can work in some spots, but when trying to smooth the edges of a hard cylindrical object, it sucks. It's bad because it won't smooth the cylinder evenly and creates hard edges. The only way I found that worked was to UV map the model, with…
the other problem you will be getting with the high to low working is that if you low poly is really hard edged you actually have to bevel those edges because the high poly can not bake a curves to a low poly hard edged mesh it will give you a really nasty zig zags on your textures i recommend maybe adding a few more faces…
So this might be completely wrong, but are you duplicating the normal from the other arm? If so have you moved the duplicated arm over 1 UV unit? *EDIT* Also to create a cage within maya just duplicate your LP mesh, then select all vertices, change the movement from object to normal then expand them out so they encompass…
I'd delete the portion where the twist error is. If the geometry lines up perfectly with the straight grooves then you can bridge the two parts together (use the curvebridge brush, zmodeler brush, or do it externally). If they don't line up, I'd probably delete the entire top half and then extrude the edge of the twist…
Like the others said, don't use Maya Software to render. It's pretty cruddy. If your goal is for this to be a game asset, then Unreal Engine 4 is a free option for displaying your work and will allow you to practice using a very widely used game engine. If you have a few bucks you can spend, Marmoset Toolbag is a great…