Yup, you will need to bevel the low poly as well. You will also need to soften those edges on the low poly to avoid normal map errors. Here's an example of what you can expect in UE3 with normal maps + beveled soft edges vs hard 90 degree angle edges.
Thank you for your reply! I am using fbx. I used [soften edge]. It looks smooth.
I have already used [soften edge] when developing UV. Should I use [soften edge] again before bringing all the objects into the marmoset toolbag?
Your edges are fairly sharp. You're going to want to read this to see WHY sharp hard edges are bad for your normal bakes. http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1
The gradations in the normal map are the problem. You will see pixel artifacts and some warping in the specular. An additional fix to split UV and hard edges, is to add support edges much like you would with support lopps in SubD modeling to the problem areas. The the extra edges will reduce the length of the gradations.
you don't need all those edges like the wheels you can have 10 edges and it can still be round so you may need to delete some edges loop you just don't need all of them but i like the look, keep it up
Right now you have a knife that cannot cut and cleaning it would be a mess. Meat would get stuck everywhere in all those edges and grooves, but thats the concept I see. Try redoing the edge so you get a real edge that can slice something, that bevel you have there hinders that
The problem stems from the extra triangle edges that are assumingly not present in the Max version (all quads). Match the edge flow and count exactly to the one in Max and your vertex normals should average properly. You can see the changes in real time in Maya by deleting the triangle edges with vertex normals display on.
Here is an update with my project. Changed some of the material and lighting around. Thank you ZIO, yeah I would agree with you the edges definitely need work. I plan on using a procedural edge wear to break them up and maybe some edge dirt or just general wear and tear.
I think what Brian is saying is, sharpened edges have a certain surface character compared to non-sharpened edges. Sharpening is polishing to a fine edge. Therefore, the sharpened bevels should be shinier, smoother, more uniform, than the rest of the object. Kind of like what you see here: Or here: [Link]
I think it's just inconsistency between the 2 meeting edges. If you want nice looking edges, the 2 need to have the same form with equal amount of spacing all the way through. Your high-poly source mesh could go a lot higher to get that nice, even edge flow.