It's very hard to tell what's going on in your screenshot there, but my guess is you need a single Smoothing Group on your low poly mesh over those sections if the UVs are connected.
If there is a smoothing group split without a UV split then that will always look bad in a normal map, as the normal map would have to represent two different normals with a single pixel at the point where the smoothing seam is located, which is not possible.
It's very hard to tell what's going on in your screenshot there, but my guess is you need a single Smoothing Group on your low poly mesh over those sections if the UVs are connected.
If there is a smoothing group split without a UV split then that will always look bad in a normal map, as the normal map would have to represent two different normals with a single pixel at the point where the smoothing seam is located, which is not possible.
Yes, you are right, I dug up some articles and threads on this, and finally found out this was the issue. Sorry for asking this after it was asked some billion times before
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If there is a smoothing group split without a UV split then that will always look bad in a normal map, as the normal map would have to represent two different normals with a single pixel at the point where the smoothing seam is located, which is not possible.
+1
Yes, you are right, I dug up some articles and threads on this, and finally found out this was the issue. Sorry for asking this after it was asked some billion times before
Thanks.