Set only your UV border edges to hard edge, that should solve the artifact issues you're getting. Check out the hard edge section of this page https://www.marmoset.co/posts/toolbag-baking-tutorial/?page=Best Results#bestresults
Sure you don't have double edges ? Really looks like it to me. The points could be welded but not the edges, it happens sometimes. Select the edges and make a weld ? Also, yeah the STL check is a pretty useful modifier for checking bad topo.
You must have softened the edges. A softened edge at 90 degree bend will have this error. Go to mesh display > unlock normals. That should fix it. Then, check out the Maya documentation about soften/harden edges to understand why this happens.
The "plane method" could be referring to edge extrusion from a single place as r_fletch_r described, or it could also be the method where you create the face in the front view and then proceed to pull things back in the side view to give it depth. Both involve planes. That's why we don't know which method you mean. Here…
There are a couple practical reasons for the uv layout. 1. Hard edges. Pretty much anywhere I had to put a hard edge to fix shading issues, I had to split the uv shells. It was a balancing act deciding where I wanted to split the shells and where I wanted to keep the seam for texturing. As you know, if you have a softened…
I'm at a loss as to what the plugin is called. I'm pretty sure it was for Maya. Basically you could plugin a regular normal map and an object space normal map and then the plugin would fake chamfered edges for you. Would it be possible for Substance Designer to do something similar? Just find the edges and fake a chamfered…
Also just to add on what has been said, the paint around the bolts seem pretty worn away at the edges but the rest of the edges seem untouched. There would be a lot more chipped off paint on other edges. And yeah it looks very similar to Racers tut!
This looks excellent. If I may ask, how do you get such crisp edges when sculpting hard surface stuff? I find that I always end up with puckered edges that feel a little wavy. Yours has amazing tight straight edges.
You guys should check out the updated Frame Mesh feature too. It will draw curves on the geometry edges, polygroup edges, and creased edges. It adds some much needed precision for the curves brushes, and it's good for funky scifi kitbashing or Giger inspired greeble. :p
Well to be clear, "usually" is ok for making hard edges... that's optional. But you should always split UVs where you have hard edges. This is necessary to avoid shading errors, because a contiguous uv can't represent the sudden shading change from a hard edge.