Like Fabi_G already explained, that seems to be padding (beyond the edge of your UV island) and what matters is what the lowpoly with the normal map applied looks like. Some tools offer other padding techniques than simple pixel repetition, but practically, it shouldn't make much of a difference.
You should learn anatomy firstly I suggest learning to draw basic shapes first in perspective then applying them to your actual understanding of how you draw characters which will help in all areas of art 3D modelling game art etc. Right now your work is utter trash tier. So here are some rescources that will help you…
Department: VFX Location: Remote - Must be in the UK Reports to: Management Team Job Description ● Responsible for delivering final VFX work for high-end features and episodic ● Working to develop and interpret the client’s creative vision, providing creative solutions whilst keeping within budget ● Key point of contact…
Okay I straightened out the head and neck UVS. I was wondering if anyone had any advice on armor topology and UVs. It seems like such a waste to me to have faces and UVs to an area that is hardly seen at all. In Diablo 4 it almost seems like they coil an edge over and either remove the geometry or give it some sort of dark…
Hmm. . . well, It's um, a starting place. The sculpt seems to be suffering from a lack of form and anatomical structure. Everything is a bit soft and undefined. The areas around the eyes mouth and nose are missing all of the details of how those parts of the face fold, connect, and transition into each other. (Like, for…
(Original Post) Hello fellow Polycounters! Moving on from my Sniper rifle which I may do a revisit on the textures, I'm doing a Mobile AA Tank. I know military vehicles are worn out but I personally believe they are excellent for practice since they force you to practice a lot of various techniques in every stage of…