The edge flow looks great to me! The eye section looks fine as well. But before you take it into zbrush here's a few things to consider. 1. I would suggest adjusting the distribution of your loops to get everything a little more evenly spaced if your goal is to use this as a base mesh for sculpting in Zbrush. 2. Close all…
Ok I'm not a Normal Map Guru, EQ or a few others might be able to give several points. But from what I can see the high poly has baked to that standard due to your sharp angles. The angle differences are all pretty much 90 degrees and this can't be read onto the normal map very well at all. Chamfer these edges more, make…
Suprised nobody mentioned this before.... In 3DS Max there are several tools that help you optimize, the main and most important one is if you select a loop and hit Ctrl + Backspace it deletes that edge and the vertices attached to it. Other handy tools are located in the Graphite Modeling Tools ribbon interface the two i…
Yes, the script it's taking care of uv's outside the 0-1 space and also it duplicates the selection if there are tillable uv's(uv shells that starts on 0-1 and finish on 1-1 for example) At a first glance I've reed out the uv's data also, but then I had the problem with the uv borders as well so I've realized that it's…
Maybe you can get a better understanding of what the normal map is doing for you if you applied a real time shader with the normal map, so you don't have to render to see the result. Use a directX material, and apply a shader that uses normal maps. I like xoliul's shader:…
So you'd rather settle for a mediocre looking pillar that's going to be repeated throughout your scene? Here's the major issue you have - you are not getting the hard edge on the concrete damage. There is no water in here, there is nothing to slowly erode the edges. You need to take the hPolish brush and run it along the…
heh, now that you mirrored your character he looks very off balance. That pose makes him look like you're modeling him midway trough a fall. I'd suggest fixing that first. Next, try to hide your intersections as much as possible. The knees look odd because the verts intersect at strange locations. Try to set your shapes up…
Not bad for a first dude, keep at it and you'll be making great models in no time. Few suggestions for sharpening your skills: -pay closer attention to edge loops, a lot your loops are at 90 degree angles, not helping define the body forms, and thats a bad thing when it comes to organic modeling. Until you get a good sense…
It’s hard to tell how the leg will deform with out seeing the direction of the hidden edges. In one there is a clear pivot between the upper leg and the second half. What looks to be missing is the accommodation for the pinch. Think of how a fan opens up. Two points in space tied to a single pivot. As it starts to open it…
This thread jumped past me and I didn't get to follow up on this loose term I used, "edge paint pass", luckily Richard Kain got the general idea. To expand on his interpretation, yes I mean to correct UV seam issues, but also, I meant to suggest you should better define your forms by focusing on the edges. Anything that…