you can try using selection constraints. while in edge mode goto Select > Select using constraints> Smoothing to Hard/ smooth. Then just crease you edges base on those selection.
looks like you applied a smooth modifier to the piece that holds the two lense cylinders together. Try to get one on each lense... each major piece should have a smooth modifier
Looks like smoothing option to me. On top of the screen. Is it set to 0 ? Smoothing averages your movements so you dont get macro lags in your stroke . So indeed there is inertia.
I tried smoothing the normals, then resetting them to face and smoothing them, but neither produced any results. The normal map isn't going to win any awards, but it works well enough for this one.
If you really need to bake down this low poly ngon, you get these issues probably because of smoothing issues (smoothing groups). You should subdivide the ngon model before baking it.
I have faced the same issue, in case of wrong topology quadrifying helps or HSDS modifier, also I found, that applying smooth modifier to your model can solve smoothing problems.
finally found the solution , my item was really tiny in game , heres how i fixed it. and i fixed the smoothing group issue by checking preserve smoothing groups in the udk import menu
Always keep your animations as smooth as possible. Add as little keyframes as possible and keep the interpolations smooth. Linear movements always look like from a computer. Never use f kurves.
What is the best way to fix such wavy artifacts that appear whean i bake normal map with smooth cage? i could just paint skew in this area, but it causes visible seams on edges like if i baked it without smooth cage
Hey everybody today i was trying to learn the basics of Normal Mapping with a simple cube i thought 6 faces what can go wrong heh.... how foolish. Now i read some theory stuff like about how sharp/smooth edges depend on split uv´s and split smoothing groups like 2 smoothed faces equal a sharp edge if the uv´s are stitched…