They mean that the edge (control) loops around a given angle are too close together, which will result in a post-bake edge that doesn't hold up far enough away. In other words, edges that don't look like they were derived from a high poly source.
Oh, that just uses two-tone shading instead of the normal lighting. It doesn't add any outlines. I think a good way to do outlines would be simply to draw black lines on the edges of the texture and have those edges match the edges of your box.
the chimney looks like its made of a noise modifier without a clear shape. and the edge of the right picture could use some chamfering. the edge looks to clear at the moment. the broken plaster from the brick ends there suddenly at this edge. but the rest of the stuff looks very nice. :)
I got it now with this more detailed explanation. One more thing though. When I click "Find Edges" in the filter section of photoshop I get colored edges not black edges. Should I just desaturate that color and level it off to get the black?
@Reza, Add edge loops close to an edge line on all the areas you want creases. http://cgcookie.com/blender/2013/06/21/tips-creating-sharp-edges-modeling/ The method I'm talking about is under the proximity loops section.
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Zen UV is not just a set of tools, it is ready to use pipeline for fast creating UV’s in Blender. It represents an intuitive system created by professionals and refined in real projects. Enjoy this experience with us! Main Features * Smart Zen Unwrap Operator to mark selected edges/faces as Seams and/or Sharp edges and…
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Problem solved. It was due to the chamfer modifier: Painter see some smoothed edges as chamfered ones. Removing it and using support edges instead it works fine. That's pretty weird because it is applied to all the meshes but only few of them are affected bu this issue, and only on some edges.