I are right Ambiz, i will work more carefully on the chest to solve that hard edges, and thanks for the tips, and looking the chest wolf need to be bigger... also thanks felixenfeu for your tips as well, i will work on.
See the sticky here: 'who put waviness in my normal map' adding more geo to your low poly to better represent the silhouette will solve this issue. The waviness can clearly be seen in the NM map.
These look neat! But please post JPGs instead of PNGs. Please read the sticky Information About Polycount & New Member Introductions, especially "Make Your Artwork Easy to View" which explains how to solve this.
@xoliul: that would be great, I could finish this off with just scripting then ^^ I would very much like that, thanks! @computron: I don't know, but as Xoliul said, a live shader might solve the problem :)
The panthers problem was raised on the Q&A. Ive non my work just on psd so i dont know how other with maya etc solved that problem. Nice to see the skins comming on well now.
If it paid then it OK,but for some extent..,, AS said early guy who sit on above our head does not know how much work it go into in making it.. I still doubt that making union will solve the problem..
@ Tyrone: Unfortunately it doesn't solve the issue... I also tried SBM without success. Gawd!! @ Eric: I think that if I wanna stay in 3ds Max i'll have to make some decimation alright!
Does smoothing solve the issue? If not you can always bake the layer and move on. I don't really do anything with layers unless I'm detailing or moving something around so I'm not entirely sure.
The problem is that the bounce cards are set to not cast shadows, I believe. Try enabling that and see if that works. I ran into this problem when trying to create bounce cards that didn't cast shadows, and didn't ever solve it.
Solved? So it seems like having UE4 or Unity opened before you import your mesh to SP can cause for this issue. Closing it fixes it. Also Sometimes it works just by changing the material for the mesh.