Wow, I found that the error is in the mesh. The mesh vertices is wrong, and with concave and share errors. Well the best thing to do is redo the mesh so that errors do not act on the geometry. Test with a simple mesh, thus will exportat the .chr normally.
Oh wait, I think I got it now, I just need to: 1) dissolve the upper edges 2) bevel with offset + segment of 2 + profile of 1 3) clean up duplicate vertices with "remove doubles" And done:
First try to align your UV shells and edges to horizontal and vertical axes. This will give you cleaner results. This waviness can be cleaned in any image manipulation programm, just use a smudge tool to clean them up a bit.
hey! need help with detaching complex edges combination. In 2018.4: Simple cube. Things get strange in some cases when detaching different bordering edges/loops (>1). Edges are good splitted by two, but vertices are staying unchanged, >_< ?
Yes it matters a lot actually every software has a world vs local tranform its matrix mathematic. dunno what you're using but pivot point are never supposed to be resetted since it is so crucial to meshes and vertices info.
It looks like you've correctly split the uvs with hard edges there. If you box-select vertices in the problem area, are there any duplicates? Edit: You can also keep that interior as a single shell mapped straight, think of it as unrolling a ring.
Cool illustrations! I really don't like the side scrolling on your site though. A simple vertical format would be better imo. Also you might be better off at http://www.conceptart.org/forums/ Polycount is kind of for game art ;)
The normal map appears to be right. I'm pretty sure it got something to do with your vertex normals. Try selecting all vertices (before binding the mesh to the bone) and averaging/smoothing their normals. It's that or something weird is going on with your UVs.
Awesome work! Some of the paneling is a bit lumpy around the cheeks, and the forehead: You could fix it with some vert tweaking, or by just putting less vertices down when you do your retopo and let the subdivision do the work.
thanks :P I'm selecting vertices and assigning them to links, every time I fix one I find a few others which are doing something funky. I will try painting weights, maybe it could be faster or easier.