run meshcleanup command couple of times or check whether it disappears at higher subdivision levels. if you're intending for baking a normal map then I wouldn't be worried about small errors like these. they will be less visible in the normal map especially once the diffuse and other textures applied.
Hello, I'm trying to model an object that has a corner whose bevel edge loops run along a smooth curve. * The bevels in the corner need 3 spans to hold * (&3) The fencing has created an unwanted sharp edge. I have tried to slide the edges apart, but it distorts the bevel. How can I hold the corner at #1 but diffuse the…
Hello. At the moment im working on one project, that based on Unity WebGL, so that meens that all 3d graphics need to be well optimized. And part of my job is to model that lantern (in image). I want to understand how to model these arabic patterns and what i need to use for that? Im thinking that i need to make everythign…
Im not sure if you mean diffuse or normal seams? Splitting the UVs where hard edges are, actually reduces the normal map seams and are generally in the same places that you would also want UV seams too be anyway. +1 The cost is identical whether you bevel or add hard edges to a mesh and which to add would depend entirely…
Yea, it's a huge no no for baked maps. While normal maps are a texture, they are not the same as regular textures (Diffuse/Albedo, Specular, Gloss/Microsurface/Roughness etc.) in that they store mathematical values which are essentially encoded during the bake via the tangent basis. Each pixel found in a normal map has an…