Hello,
I come from a film background and recently have started learning game art and doing low poly model normals. Below is a bake I did in Substance Painter using my low poly mesh and high poly sculpt. I was informed that I should be using all soft normals after I got artifacts on corners due to hard edge normals:
![Image: https://us.v-cdn.net/5021068/uploads/editor/aa/o6rbh8ooty2a.jpg](https://us.v-cdn.net/5021068/uploads/editor/aa/o6rbh8ooty2a.jpg)
![Image: https://us.v-cdn.net/5021068/uploads/editor/fz/dkwu4c1ppipj.jpg](https://us.v-cdn.net/5021068/uploads/editor/fz/dkwu4c1ppipj.jpg)
All the normals are soft in the model above, which makes sense why there's this black "leak" as light tries to wrap around. Then I tried to add more geo and do another bake:
![Image: https://us.v-cdn.net/5021068/uploads/editor/i9/4do635dktjbe.jpg](https://us.v-cdn.net/5021068/uploads/editor/i9/4do635dktjbe.jpg)
![Image: https://us.v-cdn.net/5021068/uploads/editor/j2/7ccl513km0ac.jpg](https://us.v-cdn.net/5021068/uploads/editor/j2/7ccl513km0ac.jpg)
The normal map output was identical in both situation, but the quality was very nice. So what I learned is that clearly the issue is the low res is too low? The only thing I did was add more loops. I did not change the overall shape or alter UVs at all. If possible I would like to not add any unnecessary geometry to keep the poly count as low as possible.
As I am still learning I would love any assistance with this that I can get. I have attempted to render using xNormal as well but unfortunately it also caused issues as it seems the geo is the problem most likely.
Thank you very much!
![:D :D](https://polycount.com/plugins/emojiextender/emoji/twitter/grin.png)