I'm not sure what program you're using but it looks like your smoothing normals are all jacked up. In Maya these are defined by hard/soft edges. In Max these are defined by smoothing groups.
http://polycount.com/discussion/115351/smoothing-out-edge-borders-in-zbrush Does this help? There are other smooth brush modifiers you can play with aside from the Min Connected one.
Alright thanks for the reply i had a lot less geometry before i went and smoothed everything is there anyway i can get geometry more like the preview smooth in maya?
yes well I guess at render time it will be in smooth mode (3 key in maya) I will do the bevel to make it seem really sharp on the borders once it will be smoothed. is this going to be a problem?
Uh yeah....I wanted them to be smooth...I think I might have used the mesh smooth tool..and overdid it a bit. I didn't know about polyflow and such back then.... ^_^'
This model is much more interesting. Just watch your polygon distribution. For example, there's a lot of smooth arches, but the ground level, curved borders to the walkways should be smooth as well (not so polygonal)
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"smooth" by hitting 3 with the mesh selected? That is only a preview for the viewport, and so Mental Ray isn't necessarily able to handle it. You'd have to manually smooth the mesh, I believe.
Why does the one with a single smoothing group have a less visible seam? Since the cube has hard edges shouldnt you be setting up multiple smoothing groups?
im baking it in max there is a cage no overlapping and with smoothing groups, i usually put each piece on it's own smoothing group unless there's a 90 degree angle or more here's the LP