I ran across a similar issue, and couldn't get rid of the grain no matter what I tried. After reading this thread I tried switching TGA bit depth from 16 to 24 and that solved my problem.
A tool like Crazy Bump will not create the necessary normal map values to solve a mirror seam. Instead you should bake a normal map from a 3d model. Here's why: http://wiki.polycount.com/wiki/Normal_map#2D_Workflow
I don't see any reason to start over. The anatomy is out a little out of whack, but not to the degree that the problem areas can't be rectified with a little work. Really a lot can be solved with some pretty simple nudging of forms.
hey hugh, cool video for the vertex normals, that's a really neat way to solve that issue! And i agree with jeffro about the textures man. It's a good base but you could def push them more. Keep it up man
Thank you. A little bit of both. I have several concepts I am working from and combining but they are all side views so I am adapting a little bit here and there to try and solve problems as they arise.
We discovered this problem recently, ChaosEidolon found the solution... disable Gamma Correction. We should probably spend some time understanding gamma, to set it up properly. But for a quick fix, disabling it solved the problem with normal maps.
Problem solved. Right click on desktop, graphic properties (AMD), go to switchable performance stuff, select specific the program (Mari) and switch from energy saving option to high performance, these options pertain to the different graphic cards.
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Thanks for feedback! I thought deserts must to be like that. It need to feel boring and emptiness. And i have a lot of problems with textures, i just can't figure out how to work with them and only practice will solve this problem...
Zealotlee would closing one side of them solve the problem? I never actually baked a hi-poly to low-poly with this amount of detail before so any insight you can give me would be helpful.