Yes, they will be. The seems in your screen is not related to thin triangles . While thin triangles are not ideal you can't get rid of them completely for low poly game style models. But if you model for Arnold offline rendering you should use quad only modelling probably and use normal maps only for tiny hi frequency…
As I am totally new in 3D, I did not even realize that Arnold is not the best (and target) solution for rendering models for games. Thanks again! So ideally the pipeline for checking a model would be something like this? - Maya (high and low poly) - Substance Painter - Unreal/Marmoset
Ok, thanks! So basically I should try to avoid long thin triangles, right? In this case I need to improve the low poly model by manually cutting the tris, right?
Ok, thanks! So basically I should try to avoid long thin triangles, right? In this case I need to improve the low poly model by manually cutting the tris, right?
I tried Iray, and actually the result for my test model was quite ok there (and not ok in Arnold). The reason I exported everything back to Maya and tried Arnold is that I can configure the render scene there (light sources, for example), which I cannot do in Substance Painter. Currently I am using Maya; I haven't used…
Hello! I am new in 3D, so I have a noob question about UVs, seams, and the following render in Arnold. Currently I am checking the following pipeline: 1. High poly in Maya. 2. Low poly in Maya. 3. UVs for the low poly in Maya. 4. Baking in Substance painter. 5. Exporting the textures back to Maya and rendering in Arnold.…