Ok, I'll bite. This may hurt, but it's for your own good. You're jumping into tertiary details way too soon on the high poly. You need to go back and work on overall anatomical structure and proportions . Also, the high poly doesn't look like it's wearing pants. I'm not sure if they're on a separate layer or you found some…
manual chamfer has never been an option to me. i've been using the doublesmooth with smoothing groups in max, wich lacks an equivalent in maya i gues. its nondestructive, but you don't have as much controll over the bevel as with opensubdiv. as far as i understand it you can transfer the edgeweight using fbx between…
Yeah, the cage distance can be a problem when it collapses in on itself, I dont think that is happening here though, if you look at his flat normal map, the bake looks fine. Generally you'd seem some artifacts in the map. Also the triangle shape on the ridge wouldn't be very likely to collapse in no matter the ray…
I'm a little confused by what you're asking because I don't have maya installed and I can't double check exactly what that command does, but Max has smoothing groups. You select all of the polys and assign them to the same smoothing group, its under Polygon Smoothing Groups in Edit Poly. Typically you select all the faces,…
well, I said they were unnecessary mainly because its pretty moot imo. The only wires really worth showing are your low poly wires. That will immediately show anyone looking at your work that you know how to be efficient with your modeling and that you arent wasting triangles. If your hi poly model looks fine and dandy…
Do not agree at all, then you're getting totally random ray hits as you have large gaps in the model. What he's doing makes a whole lot more sense. He can also easily create a color mask from the bits modeled into the cutouts, and make those areas black in the texture. Personally though I would exaggerate some nice fat…
The tutorial works great. It's a good tutorial to use. It works because the edges of the tile are rounded and you get some nice angle variance. I'm not suggesting to do it another way but shining a light on why some areas on your normal map will appear weaker, its because they approach a near 90 degree angle and there…
btw i made a spesific material for the armor if u like it i could share it :) Note this material will not be included in the bake its just for the zbrush render i used only zbrush and zbrush alone for everything i make Armours: basic retopology once i sculpted a basic base, most of the times i dont make a basic base i just…
Bump maps aren't USUALLY used for individual models. You get more flexibility and range out of normal maps than bumps. I would reserve bump maps for high noise details like skin pores, or flecks of stuff, etc. Yes, but it's slower than using something like Substance Painter, which does a better job of applying it in terms…
I worked this up ages ago as a critique of another artists model, in order to highlight the points I was trying to make, I remodeled the whole thing from scratch. On the bottom image I pushed the floaters away from the surface where they where just barely hovering so you could see them better. The advantage was that I…