It could be the smoothing groups. Try to remove them completely and build the lights in the scene again. Also try to remove / delete the mesh and import it again, that could help. Other than that, try placing a light between the seams and see if it edge persists.
maybe try bigger padding in xnormal settings . Also try to use ray distance calculator in xnormal tools. Try to preview your model inside xnormal and see if the problem is still there. It looks like your channels are messed up to me.
thanks man , most of them are just free-hand . and some of them are with shift-button but i try to stay away from that . i try to flip the canvas too and get comfortable and try to make the line in one stroke .. hope that helps :)
Update 1 Here is a small update I am trying to separate each body part so I can focus on each individual section of the body instead of trying to work at all at once. Will try to finish it by this weekend and then add the accessories.
thanks Penzer, i'll try my best w/ zbrush...michalczyk i did try making his forearms bigger on purpose, i'll try 2 make it look more like it belongs like that. thanks 4 the observation ppl!
Thank you very much @kanga for taking all this time to answer this topic ! A lot of good tips here. I'll try the Daz thing, I wanted to avoid to base my work on 3D models (each time someone model over an other model, there is a new interpretation, like the loss of sense when translating a text in different languages…
1. Looks to me that unwrapme is doing a pretty bad job at unwrapping or you have not found the correct buttons yet. there is a lot of wasted space and i can easiely spot overlaps. 2. both high and low poly seem to have hard edges only. try to soften them in both models. actually start with the second point first and see…
So I decided to use UE4 after careful consideration of trying Cryengine for this. Firstly I created a realistic and acurate scale of both sides of the wall: using a 32k texture map and piecing it all together down to the street numbers on buildings. I'll start by whiteboxing the level, firstly with scale: The First area…
Nice writeup. I think I'm going to try to pick up cryengine and emulate the formula you have going. You should have kept that castle though! I feel like if you would have just made it more subtle and more ruinous/scattered, it would have been a great hint at where the castle was geographically. Also, that road looks so…