I'm probably doing a lot of things wrong, but this is my first time baking normals. I also tried to bake them to a simple plane, that worked just fine.
Also this is just a test, there is pinching at some of the corners> I don't really care about those right now since I've spent a few days screwing around trying to fix this. Also the UV layout isn't really optimal, but yeah, I can fix that later.
My workflow:
I made a low poly shape,
I then added turbo smooth and added support edges to make them hard and square.
I then UV'd the low poly with separate islands since they're all hard edges. Also because I don't know how to smooth the normals like you can in Maya.
If I'm not providing the right information, feel free to ask for more. I'm sorry if its not sufficient.
Alright, here are a few pictures:
My normal:
![a%3E](http://i53.tinypic.com/2efnojs.png%3C/a%3E)
Lowpoly + normal
![a%3E](http://i51.tinypic.com/2u5cozq.jpg%3C/a%3E)
My Highpoly
![a%3E](http://i53.tinypic.com/2i9kunp.jpg%3C/a%3E)
Highpoly wires without turbosmooth
![a%3E](http://i53.tinypic.com/34qa692.jpg%3C/a%3E)
Highpoly wires with turbosmooth![a%3E](http://i53.tinypic.com/15n8wp5.jpg%3C/a%3E)
EDIT:
Alright. I went back to 3DS Max and applied an Edit Normals modifier to my lowpoly. I then unified all my normals. I feel that it went a step in the right direction, however I have a new problem.
Below is my new normal map. As you can probably see most of the map should be a solid blue, because all the faces are mostly flat. Its extremely "hilly" though.
![33zd40g.png](http://i53.tinypic.com/33zd40g.png)
Here's the normal applied to my lowpoly object. You can see the wavyness of the normalmap on the flat surfaces and there's still this ugly crease around the outer edge.
![116nh3m.jpg](http://i52.tinypic.com/116nh3m.jpg)
So yeah, it has improved slightly. But I'm still screwing something up.
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