In blender when baking with a multiresolution modifier from this highpoly: The baked normal-map on the low-poly looks like this when using "Bake from multires": These are the UV seams: I thought it had to do with UV seams first, but it's unable to bake round edges anywhere at all, anywhere on the model. I noticed that…
Thank you for the detailed feedback. I'll consider various material properties while texturing and designing wear in the future. The part about surface distortion in the areas where the sign is riveted on is a great little detail.
Hello guys, could somebody please explain to me the difference between surface normals and geometry normals simplified? computational geometry - What's the difference between geometric surface normal and shading surface normal? - Computer Graphics Stack Exchange I don't know how this affect the baking