I´d say, don´t even chamfer/round the edges at all in your high poly and use only controll edges. That way you can easily edit the hardness later on without the need to recreate the whole edge/shape.
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 >:[
To be honest I hardly see any issue . But I would check if UV seam edge has split vertex normals. Any geometry using displacement shouldn't have hard edges. i didn't use Arnold much . I used Clarisse FX and it had special checkbox that made sure uv seams got merged with displacement . Maybe Arnold have it too somewhere.…
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…