Hello! You can try to use Vertex Chameleon plugin. Have vertex bake (mental ray), bake lighting to vertices also manual set. https://github.com/RenderHeads/MayaPlugin-VertexChameleon/releases
This is actually your texture bleeding through from the bottom due to a slight vertical tile. Pull the UV verts down about four to six pixels and export again - that should clear it right up. :)
Thx for the reply, actually I already found out how..... I align the hand vertically to Y Axis ( Not so accurate oso ), and sculpt my bracer in Y symmetry. Good method tho
Check to see if your UVs aren't flipped vertically or something. Looks like that might be the case. This could have been caused by doing a UV projection from one axis then rotating the plane later.
HDRshop can convert between Vertical Cross layout and Cylindrical (which is what you are after). You might have some trouble finding the freeversion of HDRshop though, they removed that in favor of the paid one..
Do you use a cage when you bake in xNormal? You can create on by just pushing the vertices outward. You can load a custom cage file with a right-klick on the lowpoly mesh.
theres something off about her face, i think its the eyes , it seems the face is stretched vertically , do you have any refs that you used when you sculpted her ?
I like the idea it seems very motto GP I'd expect the rear fan to be more centralized kinda like a helicopter to give vertical lift. But the shapes and design is looking good so far
I did and it comes out a mess , did you read what I wrote after? extruding the cages , messes up the windows because the vertices overlap on each other the more I extrude it .
Ok, that's my bad. I come from a modding community where the common term for texturing was skinning. But it's true that skinning is attaching vertices to bones. Next time I'll use the standard concepts for each :) .