It looks like you're not using a proper averaged projection mesh/cage, looks like you're getting gaps/seams at the hard edges or something. Maybe try with a less complex mesh and make sure you know how to get a seamless bake, and then come back to this? I would say in general, you're probably using too many hard edges, it…
Interesting modeling technique, Hawk. Looks like a lot of spline work? Also are you cutting the panels straight from the body shape after the fact, not just modeling them in? Man, so much has changed since I worked in the industry. I'm just getting back into it recently and have gone down this deep rabbit hole of trying to…
You're amazing, Earthquake. Anyone who's following this thread should also check out this one. Face weighted normals are a nice middle ground between softened and hardened normals, that can greatly reduce artifacting from having soft normals, without making you feel like you should be hardening and cutting more (though…
I have a question that I think I know the answer to but I want to make sure. For example if I made shape like this, such as a barrel, or nozzle, or something like that. So I soften all the edges, then I select the highlighted edges and harden them, and then I have separate UV islands for each of the colors I highlighted.…
eq: would snapping your uv's to the pixels help with that? If so it might not fix it 100%, but might be worth a try, as this looks like it might be related to filtering.
I feel like I'm still struggling to grasp a few of the basic facts - when I make something its own UV island and use Textools to define the separate smoothing groups, does that change the angle in which the projection rays are fired? I'm feeling like I've got this wrong since I thought baking with the averaged projection…
Are you overlapping UV's to save UV Space with symmetry? Looks like the bottom normal map is inverted, and that's why the seam is noticeable. An screenshot of your UV's would be helpful!