The proportion should look a lot more like this: But you need, and you can't avoid that to draw human properly, to look at reference if you're lazy, or learn anatomy if you want to get serious. Your colors are wrong too. Keep going though, achievements come with trials and errors.
I think the error at the "Pixel Normal WS" node is due to the input being the vector/normal of the pixel, which is then used to blend with a normal map which changes the input of the node. So probably this node can't be used with blends involving normal maps? Could blend by vertex normal (modified + height mask?) instead.…
The problem is caused by mip-mapping. As you zoom out, a lower resolution texture is used. The way to solve this is to make sure all of your maps have pixel padding or a solid background that is similar to the color of the texture. Otherwise you'll get errors along the UV seams with the mip maps.
If you don't notice it in a game and it doesn't affect performance, then why should people spend extra time and effort fixing it? :) That mirror turned out fantastic! Is the smoothing error even a problem when the normal map is applied? As I really can't see it on the shaded, low-poly model :/
Hey here's the latest. I made some more adjustments to the character, like shrinking the head and rotating the elbow. I've almost pretty much finished the weapon (pending crits!): (wip images removed) EDIT: I just noticed a smoothing group error on the back pack and fixed it :)
I still think this is some sort of error. I select an alpha, I get different brush, and then I need to click a lot of times and still I do not get the result displayed in alpha. And on top of it, it is really painful when painting normal maps in nDo. Thank you.
Wow!! Thx for such a great feedback . I am definitely changing the strips and neon lighting to something else . Regarding the normal map , I am going to change it to something else , but you can take a look here Ignore the error :D Cause I gona fix it eventually
Ok, here it is, I exaggerated the effect by not allowing any hard-edges for the experiment/demo, SyncViewS's script took about 3 minutes extra time because you need to manually select area's you want to flatten and push the shading errors into the nearby (hopefully smaller) polygons.
Sick work! I'd love to know your workflow for making the cloth - how you get a high poly and low poly folding over itself and then bake it that without getting a bunch of errors. Can you tell us what the final texture count wound up being?
Thanks! okay, so I have started to "port" the scene to UE4 due to a more ambitious environment :) In the mean time, here's a low-res version ( with some material error due to compression) in marmoset viewer: https://www.artstation.com/artwork/small-diorama-of-a-wip-scene-low-res