Did you mean to do something like harden the edges, and set normals to face? The problem that my old team ran into is if you don't cut and separate the UV seams where you split/harden the normals, then you get a nasty obvious seam along every split edge in the bake. However I just tried the above, which seems to fix the…
I tried painting out a seam across a uv border edge and found that it looked good in the snap shot, but once I saved the texture the seam reappeared? Am I missing something or does this feature not work yet, I get weird smeared edges any time the uv border edge ends?
Sometimes you can get away without hard edges. Or just adding hard edges in some spots. Sometimes it's a better idea just to chamfer the edges. This is a judgement you learn to make from experience. Usually I will model something completely then add 1-2 smoothing groups to fix the worst spots.
have you imported your lowres mesh with hard edges via fbx..? mud is only able to read hard edges from fbx... and its better to import a triangulated lowres mesh... cause mud is often turning edges... are you baking a normalmap for max..? have you turned smooth target off..?
Film Noir tend to desaturate certain colors, try that in post-process. Also, the house looks really horrible without decent Normals or support edges. The smoothing group is giving them a spongy look. So either break them up, support edge them, or make sure the normal take into account the edges.
Some of your edges on your bar stool do look pretty tight. I would try and bevel them some more. Also something to keep in mind is if you have a hard/sharp edge you have to split the UVs into separate islands and you have to have edge padding for each island.
Hands look off, there needs to be a bulge where the thumb connects to the wrist. The edge loops where the legs attach to the hips are wrong, especially if you want it to be animatable. More edge loops does not equal better deformation in those areas, it's all about how the edge loops is cut, and where you place the bone.
yeah that's from the source for turn to poly and turn to mesh if your worried about the importer randomly turning edges once converted to mesh select all edges and set visible. But you'd have to do that anyway if that was happening (random edge turning) regardless as I said before the exporter is going to be doing the same…
Edit edge flow, Slide edge and Edge constraints will help you a lot with maintaining nice curvature. But I suggest you to study other peoples topology. Also theres a thread already for this https://polycount.com/discussion/56014/how-the-f-do-i-model-this-reply-for-help-with-specific-shapes-post-attempt-before-asking#latest
Hey man are you modelling from reference by any chance? Would it be possible to see the reference? I hate to be that guy but your edges are really sharp. It may be a combination of your edge loops being too close to the edge you are hardening, and your render set up. I think this would be a good move to get better baking…