Looks like your lowpoly mesh normals are not set up correctly. Make sure to soften the normals (maya) or work on your smoothing groups (max). Make sure if you're exporting from max that you have normals (not just smoothing groups) turned on in the obj exporter.
Use NDO, Knald, or CrazyBump like others suggested and either smooth the normals in whatever software you pick, or smooth it beforehand. Asphalt is pretty noisy and converting any regular photo to a normal map will be a nightmare. Something like "Surface Blur" in Photoshop works pretty well.
If its one continuous mesh, you've got some definate edge-flow that needs to be fixed where the ear connects, and sort out the smoothing groups. Try givin the outer surface of the ear its own smoothing group, the rest of the ear a second one, and the head a third.
Hi I tried to baked normal map. I used "Reset XForm" on high poly and low poly models. Both UVs was correctly so I tried to bake normal. I have this result. My models are editable poly. I tried to bake normal after used "hard smoothing" and "3D smoothing" but nothing changed.
I'm using unity's metalness/smoothness workflow so i need to invert the roughness exported from toolbag, is there a way to do this without manually inverting the exported map?
Your HP seems ok, the problem comes from smoothing groups on your LP. Theres a thread on this forum somewhere that details how to properly set up your smoothing groups according to your UVs. Can you post some wireframes for the LP? What are you using for baking?
I started looking in to making a bunch of glass containers. With all the references I gathered and looking at the scene, I feel like there's going to be a lot of different bottles, jars, vials, etc. The more variation the better; different silhouettes, sizes and such will help make the scene feel busy. But I really didn't…
Im creating a cylinder which will be prebroken and destructible. Now theres a problem that has risen to my mind. How can i keep the smooth normals of the cylinder? If i break the surface in to seperate chunks, the normals will not make the object perfectly round. There has to be a solution to this, since I've seen…
Im trying to figure out the best way to create a rig which i can smooth bind to a model, but will alow me to scale The vertices associated with each joint independantly of the hierarchy. What id like is to ave a similar method of control that clusters would give me, but with smooth bound joints since this needs to be…
Don't be afraid of adding more Geo to the collar area, especially with character art! Also those black lines could be because of your unwrapping and smoothing groups so make sure if you have a smoothing group split that you also have a Uv shell split! EDIT: Spelling