Flipping the green channel of the normal map, I'm most certain of it, would fix the problem. That is what the error looks like. Does blender suck at displaying normal maps?
yea i thinks is blender i mean all the normals are facing the right direction the low poly has the same topology as the high poly so right now im stuck in this and i can progress
Don't bother using Blender for displaying normal maps, it's shite at it. Get yourself Toolbag 2 or something for previewing your models.
I'm sure there's a way of sorting it out in Blender but I've looked before and not had much luck, I think it has to do with the OpenGL draw method or it's simply a viewport nuance.
That said however, you really need to sort your smoothing groups out. Unless your high poly is THAT bumpy then I'd really look into reworking your UVs.
I did a re-bake using the provided mesh (with old UVs) and I don't have any problems with it (except some glitches here and there due to xNormal not letting me use cage for some reason).
well i just fix the problem and i was to stupid to even think about it, it seams that blender has a problem en applying modifiers on export and i dint read the high poly correctly so i apply the modifiers before exporting and fix the problem. any ways thanks for at least listen to me i did try in the official blender forum and no one help me il post if something goes wrong
Replies
Make sure to use at least 16 units of edge padding/dialation.
I'm sure there's a way of sorting it out in Blender but I've looked before and not had much luck, I think it has to do with the OpenGL draw method or it's simply a viewport nuance.
That said however, you really need to sort your smoothing groups out. Unless your high poly is THAT bumpy then I'd really look into reworking your UVs.
Edit: here is the file i if that helps https://dl.dropboxusercontent.com/u/42916088/mp5.blend
Marmoset:
Blender: