It´s an old termator problem.
See here:
http://render.otoy.com/forum/viewtopic. ... tor#p49173
And here:
http://www.blender.org/development/rele ... rovements/
face
Cpt-WIP
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If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
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This is necessary to avoid this forum being flooded by spam.
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
I have been adding an edge loop near all angles, for instance, if you have a box, make sure each corner has 1 edge loop on each side. This might not work for your model though.
What you can try is to subdivide the mesh with a simple subdivision instead of a catmull clark. It adds itterations, but keeps the exact shape, as it doesnt smooth between the divisions. May need to add a couple itterations, but I've had it work fairly well for me.
If you're doing this in Blender then its a button in the SubD modifier.
What you can try is to subdivide the mesh with a simple subdivision instead of a catmull clark. It adds itterations, but keeps the exact shape, as it doesnt smooth between the divisions. May need to add a couple itterations, but I've had it work fairly well for me.
If you're doing this in Blender then its a button in the SubD modifier.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
Yeah, in this case I cant afford to add (much) more edge loops, but the idea with simple subdivision might help attenuate the problem. Thanks kavorka! 

SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
The best way to get around it is just to switch off "smoothing" in the material.
solves all the problems, it will just flat shade it, which for the low poly, may be what you want anyway.
solves all the problems, it will just flat shade it, which for the low poly, may be what you want anyway.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
@AlexCom, thank you!
In the end it didn't come out that bad. With a normal map applied and a dark background, the black shading lines are attenuated enough to not show up that much. This is the lowpoly char, fully textured and rendered in Octane (of course
)
In the end it didn't come out that bad. With a normal map applied and a dark background, the black shading lines are attenuated enough to not show up that much. This is the lowpoly char, fully textured and rendered in Octane (of course

SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Wow! Awesome work ! Great charecters.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.