Hi there are a lot of things that can go wrong when baking normal maps. I'm not sure why you have these strong vertex shading in your normal map. Check if "Highpoly normals override tangent space" button is checked in the Low definition meshes options of your object.
There are some things I can already tell you when looking at the screenshots:
- avoid angles of 90 degrees in your lowpoly. Instead, add an extra edge/chamfer. It makes baking of normals a lot cleaner.
- Check if you bake with correct settings: in your case, I think you need to flip the green channel in xnormal (Y-).
How to invert channels: click on Baking Options. Click the 3 dot button after Normal map. A pop up appears. Set Swizzle Coordinates to X+ Y- Z+. Make sure you have tangent space activated.
You can also fix this in photoshop after your normal map is baked. Open the normal map, go to channels and invert the green channel.
Glad you figured it out.
But it might be smart to not delete you post and write what was wrong and what you did, cause someone might have the same problem as you and looking for a solution.
Replies
If you haven't done so already, start by reading all of this:
http://wiki.polycount.com/NormalMap?action=show&redirect=Normal+Map
There are some things I can already tell you when looking at the screenshots:
- avoid angles of 90 degrees in your lowpoly. Instead, add an extra edge/chamfer. It makes baking of normals a lot cleaner.
- Check if you bake with correct settings: in your case, I think you need to flip the green channel in xnormal (Y-).
How to invert channels: click on Baking Options. Click the 3 dot button after Normal map. A pop up appears. Set Swizzle Coordinates to X+ Y- Z+. Make sure you have tangent space activated.
You can also fix this in photoshop after your normal map is baked. Open the normal map, go to channels and invert the green channel.
Hope this helps
But it might be smart to not delete you post and write what was wrong and what you did, cause someone might have the same problem as you and looking for a solution.