Terrain can be very sensitive with shadows from dominant directional lights. Turn on wireframe mode and make sure your verts smooth. If have any noise in your terrain, you can get some funky shadows.
It should be a triangulation error, it'll help if you can show us your wireframe as well. Just an early note, you should make all your poly become quad/tri only, not more then 5 sided.
The pinching is ocurring because your geometry is denser there -- which increases the tesselation in that area. A good way around it is trying to have a more uniform wireframe, either by removing stuff, or working in more edgeloops. It's fiddly, but you can do it!
Neat finishing. Did you use a 3d blockout? I wonder if you could describe your process a bit. Traditionally on Polycount, artists also explain a bit about how they made the piece, showing wireframes, etc.
This is just sexy and inspiring. Thanks for sharing and responding so extensively. That said I have another question; can I see a wireframe + normal of the inner circles? I am curious what is a normal map and what is modeled.
There is not enough information to solve this problem. But from the looks of it, your normal map UVs are totally bad. unwrap the mesh from scratch and make an even bake. Provide these next time; Low poly topology/wireframe Uv templates
renderhjs - in future versions will we be able to set our own wireframe colors and such? Every time I open the editor through textools, it resets all of the Unwrap window settings to it's own custom scheme (annoying as hell) :D
This is actually great Mr. James. Espacially the part of the lich king. and a horse run cycle. :D Thanks for sharing. If you can SS them and throw in some characters with wireframe (including the lichking one) that would be really appreciated.) :)
Nice. His arms look to thick at the deltiod-peck area, and the wrinkles on the shirt are too large, almost like those found on towels, which is contradictory because the shirt looks extremely tight around the arms and waist. Wireframe?
These are really cool! Love the details and colors! Are these high poly sculpt with polypaint or are they low poly assets with normal maps? I'd love to see the wireframe on these two bad boys. Your environment work is really amazing too by the way!