new textures and i think i fix that seams problem if not the i must be blind, tell me if the texture need more work here is the wireframe and poly count
What does the wireframe look like? This looks like the distortion you get when the mesh is low-res and made of trapezoid shapes, so the UVs can't compensate.
We can't provide feedback without you posting screenshots of your model. Provide an image of both the shaded subdivided model, and the shaded wireframe of the unsubdivided model. For example:
Thanks sgtscience! Sorry for late reply. The hair is indeed displayed double-sided. It's actually made up of tubes as you can see in the wireframe. with a gradient-like texture:
Pyrzern: i'll try that. Dan: yes im going to make a low poly for it aswell. but still needs an height difference than that helm surface. Here's the model with wireframe.
One wireframe coming up! As for the scuffs and scratches, nothing a little photoshop magic can't do. Same with the ornate grip. Also I'll try to fix the blandness in the back.
Great work! Thank you for showing the wireframes of your polys as well. Its easy to nitpick polys here and there, but I like seeing how other people optimize.
wow man, whats up with this wireframe. Why do some simle walls have a shitload of triangles??? Talking about this shot in particular: http://robertvallescg.com/NarutoTownWireframe01.jpg