Looks like edge softening/hardening issues to me. Make sure your high poly is completely smoothed, and your low poly has hard edges where you have UV seams, with every other edge being soft.
Have you tried to harden these edges? (rest of the model should be 'soften'). If it doesn't help, you should work on your edge padding. Here's another cool stuff about it: http://wiki.polycount.com/EdgePadding?action=show&redirect=Edge+Padding
Add these edges and it will be good. Subdivision surface requires "guides". They can be added by putting an extra edgeloop on the 2 sides of the guided edge like this: These 6 edges will make sure that all 3 corners stays sharper. This is a general thing with turbosmooth / subdivision.
it would be nice if they improved the edge selection tools they mapped to the cursor keys in 2008. Why does it only expand to one edge loop if I hit right even though I selected two different edges in two different loops >:[
Always an interesting topic. Two notes : - Even though it is always good to break down a test to its bare necessary and sufficient minimum tech requirements, here the test might be actually be *too* barebones in the sense that it is not necessarily representative of an actual asset. By that I mean, if the project did…
OK, I'm going to assume the entire leading and trailing edges of the wing are control surfaces, as are the trailing edges of the tail and the canards. Aerodynamically, it seems like it's going to be too unstable - the centre of pressure looks like it's going to be way too far forward as soon as it's not going dead…
I agree with Ninjas, I was actually quite surprised to see that no one commented on the visuals in L4D. Now, part of the problem is the Source engine in that every game that I have ever seen on it feels exactly like half-life 2, which in turn looks and feels like half-life 1 x2. So as a result I saw this game and…
@lluc21 the UV seams on the low poly are hard edges. I tried increasing the ray distance on the baking settings, but it made no difference. I also tried "inflating" the high poly mesh with the Shell modifier, so it could cover the low poly entirely. But that double-highlight issue simply won't disappear. The low poly mesh…
It looks good for me, in a low poly the topology is there to hold the form. I don't see any edges in your model who didn't contribute to the form. Only thing that's worrying me is the polycount. You have some areas which have a high polycount, which didn't add much to the shape of the model. I think you can reduce the…
@MarioMarlo said: Here is a video that show a way to tackle the corridor shape. You want to unwrap that shape so it's straight. So it's like a strip. If you add and edge loop in the middle, I believe the UV program you are using has a function that's called Straighten Shell. I'm not sure if you use Maya or not. Blender has…