I haven't set any edges as hard. Instead, I've been using a global smoothing (Phong) value of 90 degrees, which seems to work acceptably but not when the edge angle is greater than 90, which I'm guessing is what causes this artifact.
Here's another part of the normal map which seems quite screwed - I'm guessing it's for the same reason as the previous image:
I also tried reducing the phong value to 60, which resulted in a normal map which created way more artifacts.
So, in a nutshell, how could I go about getting rid of the seams and the edge artifacts? And also, how smooth should the model be when it's baked? I've seen people saying that the model should be "completely smooth" (180 degree shading angle?), but when I tried baking that way the normal map looked like it sucked the polygons inwards.
Should I just split my edges manually, add some extra geo and make a cage? What about the smoothing angle?
Thanks a ton
Replies
As for the projection errors, it'd hard to tell by not knowing how your UVs look like, but I'd like to think that those are simply ray projection errors. Try increasing their range of distance before baking. Sometimes though this'll cause other areas to start skewing or have other errors, for which you'd probably have to use more geo.