@iam717 : this is unrelated. @sbstndc : unlike any other type of texture, the colors in a tangent space normal map depend completely on the orientation of the UVs. Make the following test now : take all your UVs, rotate them by any amount of degrees, and bake again. All the colors (except the default blue) will be…
@gizmo1991 Are you sure you set the gradient type to NORMAL? That way it will falloff according to the direction of the normal, giving that fresnel-type effect. Otherwise at default settings it will use the UV's like you said, which is not what you want. Also, set self-illumination to 100% to remove any influence of…