I've noticed when normal mapping that selecting surface normals or geometry normals in the Maya bake settings gives much different results. Both methods result in errors in the maps, but in different ways. I was hoping that someone had advice on how to achieve bakes that don't suffer from these issues, and to see if this is just a Maya problem or a universal one.
Breakdown: Tangent Space Maps
Geometry Normals:
Pros: Clean normals across hard edges/uv splits
Cons: Distorted surface details
Surface Normals:
Pros: Clean undistorted surface detail
Cons: Seams on every hard edge and uv split
Example:
Replies
You'll still have the same issue, as softening the normals on your mesh is the exact same thing its doing when you use geometry normals(just only on the "bake" mesh).
The difference between surface and geometry normals is this:
Surface normals takes the normals of your lowpoly mesh into consideration when baking. So for every hard edge you get a split, this results in nice clean non-skewed details, but you miss detail because you get "gaps" as the broken edges are pushed outwards to encompass the high.
Geometry normals averages the normals of your lowpoly envelope/cage, so you have soft, seamless smoothing, and no gaps in projections. This results in hard angles being averaged, and the ray direction at those points rotating, which is perfect to capture edge detail, but results in skewed detail in other areas.