You are correct, your object will no longer be seamless. If you want seamless, you will have to chamfer your edges, leave it all as 1 smoothing group and bake that way. The result you posted looks correct for an unsynced workflow. Some good tuts: http://www.handplane3d.com/videos.html…
Heres a thread I started. An ongoing Anatomy study thread. Some good links and reference in there. Plus some skull modelling timelapses of mine that you may find helpful. Although my skull isn't perfect and needs some tweaking. So don't rely on my model. Hope it helps. http://www.polycount.com/forum/showthread.php?t=81109
Hello and welcome to Polycount :) The scene itself looks pretty promising but as sybrix already stated you got some serious issues in it. Fortunately the most of it are minor tweaks and not really hard to do. The most time consuming thing you have to fix are your texture seems, dig a bit deeper into UVing and try to hide…
Your fine details need to have beveled edges for the normal map baker to catch them. If they are totally flat with 90 degree edges, when the baker looks straight it it, there isn't any information to record. Normal maps can't bake depth, only changes in direction/angle. The skewing issue is covered here:…
Either method is really up to you. I prefer the cage method, and I would venture to say it is the most used as well. To better understand, read EQ's thread on just that: http://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map/p1 I would just say continue…
The areas you have highlighted are pixel padding, perfectly normal, its important to make sure your normal map works correctly with mip mapping. Apply the normal map to the model and post a screenshot before asking any more questions, its impossible to "debug" a normal map without seeing it on the actual mesh. Also, read…