An update to Flynn's Lightcycle, added more polys to smooth out the shape. Also updated the smoothing groups to match. Current model Polycount: 1,184 And of course the wireframe:
I unwrap it manually and make new UV accorndig to smoothing groups, but same problem. I tried to bake it with out any smoothing, and still same problem.
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
[UPDATE] I know the Alt smooth does something similar but is there a specific brush that just does this on a larger, smoother scale. Alt smooth is really noisy. But it may have to do
when you unwrapped it, is your smoothing groups the same as your uv shells? from what i see your smoothing groups are the cause of your normals baking incorrectly.
It looks and works fine for low poly stuff, but there's no smooth shading. So you're basically painting on a model that's either faceted, or has no shading (full-bright), no smoothing groups either.
The white buggy area is often marmosets way of saying there are bad smoothing groups or bad quads and/or improper meshflow going on. To start, try resetting the smoothing in the affected areas.