related and nice mash up: http://www.polycount.com/forum/showpost.php?p=1136540&postcount=205 and http://www.polycount.com/forum/showpost.php?p=1136990&postcount=207 to get a complete Silo feel into max
As mentioned above it's best left at 0.5, if you're interested in employing it google micro shadowing, it's a method where the curvature/AO maps are used to reduce reflections in crevices etc. it's quite neat, but definitely a novelty.
i havent read the whole thing but i have one suggestion/comment the chain mail looks like crocheting :( http://img2.etsystatic.com/004/0/6800209/il_340x270.365218022_3h4j.jpg maybe a diff pattern?
hmm we're not in 2005 anymore - why even bother starting from model ? nowdays you can use zbrush to sculpt face from a cube, and then do retopology afterwards to get your basemesh ..
No its not the reward we all probably wish but this movie certainly delivered a hell of a show. Certainly a step up in his career. Lets hope it stays that way. http://et.tv.yahoo.com/micro/globes2005/2005/01/16/goldenglobes2005wrapup/
I working on this character from The Sorcerous and the Unicorn (2005) which is concept by jason chan www.jasonchanart.com concept by jason chan I have question about his neck it look like he has wave like flesh on his neck or is blood marks
Set the scalar zero to 0.5, I bet that helps Painter displacement is a signed float with a range of -1 to 1 It looks like your renderer is expecting a range of 0-1
If I could ask? What was you baking process? Xnormal? Is the cage just a push of little value (0.5 or whatever), and if you exploded the mesh where the smoothing groups are split.
Second Son is supposed to be around 120k for the main character http://www.gameranx.com/updates/id/21382/article/infamous-second-son-used-120-000-polygons-per-character/