It looks like this reflection mapping is being calculated per-vertex. To prevent this, either use a renderer that calculates it per-pixel. Or up-res your model to use more polygons. Or bake a normal map from a high-resolution version of the car model, and use that normal map on your low-poly model.
I've checked it in Modo and Vray and they both have the same problem. Upping polycount didn't help. I'm doing only high poly of this model so I don't think that normal maps will help too. Retriangulating invisible edges in Max and make them point in the same direction didn't help either....
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