Hi! Next to matching the curvature of low and highpoly more closely, the shape of the highpolys bevel can also factor in. I'd say here the "black" spots are the result of the average normal rays hitting the sides of the highpoly. Here is a series of tests with smooth and matching curvature + rounded and wide 45° edges,…
A set I'm still busy with for Rubick. This is just the shoulders. I'll just slip this down here: Sculpt: Front-side view Sculpt: Back-side view Sculpt and Color: Front-side view Sculpt and Color: Back-side view Feedback will be most welcome.
You need to offset just 1 side of the uvs(or just leave 1 side/instance left if there are multiple items instanced/mirrored), not both sides. Maybe that is your problem?
I have a similar question: Is it possible to literally mirror the UV's for one side of the model and make the corresponding UV's on the opposite side of the models organize themselves to be symmetrical to the selected side?
Add colors or the uv tiling map, it looks like stretching to me if the posed is in fact u.v.'d. i do not know maya stuff I've reviewed some things but not really fluent enough to help on the maya side only in what might be happening on the uv side. map to use to view stretching click me, wiki uv map jpg if you do not click…