I think I see some dents and smoothing problems in general caused by uneven topology, mind taking a picture of the wireframe so I could give a better feedback?
A quick update on the wrestler. Blocking out some colours and slowly building up the detail in the textures. Wireframes for the people interested and place holder eyes to make him less creepy
Based on your wireframe, it appears that some of your supporting loops are not in the correct place in relation to the other side or another part of the same shape which would lead to odd smoothing.
Real nice :D Care to share a wireframe? I would like to see how some parts are done :) Also those orange splotches in the textures are those part of the camo?
Guess enough people have this that it warrants a pa comic. Though really what causes it? It's not a wireframe issue because I doubt all geo in game uses perfect squares.
correct me if I'm wrong (not sure because of the wireframe), but it seems like there is a hard edge/smoothing group split in the lowpoly there. if so, you have to also split your UV's there.
in this tutorial you can see the subD mesh (wireframe) which gets animated... and the displaced one for rendering... http://henningsanden.com/2013/02/27/zbrush-to-maya-displacement-map/