This is a resolution/detail/uv seam issue. Any time you have detail that is very fine, and you have a low resolution texture, especially along a uv seam you will see visible seam. To fix: * use a higher resolution texture * don't use such fine detail in your highpoly (your edges are too tight here) * don't zoom in so far…
[edit] this will probably be my last post since I've started to derail this thread by taking a philisophical stance instead of a pragmatic one [ QUOTE ] I also disagree that part of the evolutionary process is extinction - that ties back with what you mean by "something better" but in my book, extinction is evolutionary…
Thanks all for the comments! I'm glad you liked it! :) PyrZern, the Knight's maps have 4k resolution while the Axe maps have 2K resolution. Normally I always double the resolution size of maps just in case I need better resolution for presentations purposes, and it is always easier to scale down the maps later on without…
@Burpee Cool thanks. The noisy parts are as a result from the Viewport resolution, I wasn't able to do a higher resolution export of the viewport, I just made a screenshot, i would love for substance painter to have a type of 'render' setti g to output a higher resolution image with less noise in the details, the other…
If you are aiming at character art and design anatomy should be your number one priority. You have some good stuff going on in the examples above, but also mistakes that are holding you back. The figures look like you are sculpting at too high a resolution. The male figure looks particularly lumpy and the head, arms and…
Is the ground BSP or a static mesh? If it is BSP you need to use a lower lightmap resolution isntead of higher (The value is the size of the texels). If it is a static mesh you probably need a very high resolution to get any shadows. What you could do just as a test is replace the ground mesh with BSP and put the…
First of all, congratulations on finishing the scene! In my mind that is the biggest challenge of all. It does feel like a dungeon right out of Skyrim. A couple of things I feel you could do to improve your scene would be: - Make a triplanar material/shader, it would solve your tiling issue on the walls without having to…
Hey everyone, I’ve just launched a new site – openhdri.org – where I’m sharing free HDRI environments for lighting and rendering. At the moment there are 7 HDRIs online, and I’m uploading new ones almost every day as the library grows. Each HDRI is: * Unclipped (no blown-out highlights or clipped sun) * Full 32-bit OpenEXR…
Hey guy's , we are proud to pronounce our WIP project We want to " promote " it here so people will get interested in it. We think that we are making something special here , that hasn't been done before and maybe you will think the same. If you have any questions regarding the project or you just want to know about us…