Hi everyone !
I got a quick question about normal map baking and texturing workflow
I've read some articles about Normal map baking, and they all said that in order to have a clean result, I have to have Smoothing split, and UVs split on every hard edge
for example like this box
but for texturing purpose sometime I can not have UVs split on every hard edge and then the normal seam show up
my question is is there anyway to have clean normal map without have to have UVs split on hard edge
I've saw some people have very smooth normal map and they didn't split the UVs at all. It's must be some trick out there