Another quick update on the face, its a struggle focusing on such tiny detail in the face for an environment guy but im making slow progress. The labial folds need adjusting and the ears have got a long way to come but im seeing an end somewhere near.
Dcomella88 : Hmmm that's an odd behavior.If you go into edge,face or vertex mode,but don't select any edge/face/vertex it still doesn't work ? If it absolutely doesn't work in all cases,try to bind this line to a shortcut/MM/Shelf : QuickPipeWindow;
1. You need to use a normal map in addition to a displacement map in TB2. The reason for this is that the normals are not re-normalized after sub-division is applied. 2. This is expected behavior, larger faces will tesselate before smaller faces with standard realtime tessellation algorithms.
I use default Max tools. Grab all faces, planar, select edge for seams that I want, break, relax, quick peel, or straighten faces as necessary. Then maybe hit re-scale button to unify texel density and pack normalize.
The face looks much better! The original upper lip bothered me a bit. The zygomatic arch looks much better in your updated version. Personally, I'd tone down the surface noise on the face a bit once you get back to that stage.
My Base mesh progress at the moment still need to create the buckets and lion face for the small cubes at the bottom if there are any recommendations on how to create the lion face it would really help as I do not know how to begin it. [SKETCHFAB]044cec7ae6fe4376bec1a6abf816a885[/SKETCHFAB]
Since anatomy is most important before anything else working on blocking in the body still! Face, ears and hands! Just started on the face today. :) Anyway still going through further anatomy passes then can start on all the other stuff. /O/
that is just the nature of projection painting. you just need to paint carefully while using the projection tool. you only want to paint on faces that are relatively facing straight to the camera. paint small areas at a time, rotate your view and paint again.
I'm not sure you need that many polygons on the face of the tires. Depending on the viewing distance, your smaller-diameter details (lights, gun barrel) may have too many faces. Do you have a polygon count for the low poly version?
I cut off all the excess model and used quad draw to retopologise the face then with front and side images of my face alongside, I latticed the model a little though I may have hindered myself more than helped at that point...