I've been working on a TF2 item and I'm nearly done with the low-poly but one thing that's preventing me from finishing it are these smoothing errors. The areas of the helmet shell that are chamfered are making hard edges in the smoothing when I want it to be a smooth surface all over.
Here's the areas I'm talking about.
![1.jpg](https://dl.dropbox.com/u/3360480/Zip%27s%20TF2%20Items/Demoman%20Stuntman%20Hat/1.jpg)
Here's a wireframe.
![wireframe.jpg](https://dl.dropbox.com/u/3360480/Zip%27s%20TF2%20Items/Demoman%20Stuntman%20Hat/wireframe.jpg)
Does anyone have an idea on how to fix this? I've tried moving the outer vertices to make it more of a flat surface but it doesn't work everywhere. Would redoing this area to not use such long thin triangles fix it?
Replies
If anything, it might be the clusters (high distribution of edges ending in one vert)
You can play around with the edges, rebake and see if it fixes it.
For example in the image below, I just spin the edge to take the tension out of the verts.
But to be honest there's something dodgy here ... it might be anything from the baking cage to improper use of smoothing groups ... that's one of the reasons I use xnormal instead of max these days for baking.
I suggest using high specularity material to test for smoothing errors.
Also be prepared results are rarely 100% perfect, but might be good enough to work around them. (once you have a diffuse/specular textures, it usually hides minor issues)
Thanks for the help! I'll keep that technique in mind next time I run into this problem Chai.
Glad to hear you sorted out the problem Zipfinator