I am trying to figure out how to bake High-poly model "details" to low-poly model normal map.
3ds Max 2012 (PU12)
XNormal
XoliulShader 2
Tried baking normalmap in 3ds max (Scanline renderer) with same result.
High Poly
Low Poly
(Hard Edges)
Normal map
Low Poly+Normal map
Has anybody an advice for me?
Replies
You'll always get visible seams along uv borders if you zoom in far enough or if your texture resolution is low enough.
with these extreme angles you will always get issues if baker and realtime display are not synchronized (think of encoding/decoding). Despite all tangentspace maps looking "blueish" there is various minor flavors, so that encoder/decoder mismatches can happen
http://pixeljetstream.blogspot.de/2012/06/tangent-space-can-cost-extra-money.html
polybob