I really like to use zBrush for baking since UV matching is faster and is free of projection errors (and it can bake HD subdivisions). Unfortunately the displacement and the normals baker does not take into account hard edges in the low poly. It bakes as if the low poly is smoothed by a subdivision algorithm.
This means that normals and displacement will be incorrect when applied to a mesh with GPU tesselation (such as in games).
Is there a way I can fix this?
This would be correct (substance designer):
This is wrong (zbrush):
Both are baked from the same mesh.
Replies