I guess you should merge everything into 1 object, unwrap it and separate it again (if you need). By this way UVs are scaled the same across all the objects but small objects may have not enough texture resolution. I think the best way is to merge objects into groups which should have pretty equal UV areas and use UV…
They're separated out two two different sets of vectors, essentially. One used for the baking an object space map (uses the cage), one used for converting the object space map to a tangent space map (uses your low poly's normals). The baking process raycasts out along the cage vectors and records the normal of the high…
Have you tried flipping your green channel? Did you use an averaged projection cage or ray distance? Where is the light in the scene compared to the object?
There's a bunch of maths used to take the object space normal (i.e. the exact normals of the high res object you're baking) and transform it into the tangent space normal map that's commonly seen (the purple one). What's required is that the maths used for transforming the object space normal into that normal map during…
Try making this object 1 smoothing group and rebake. With soft corners like the LP model has you can get away with fewer smoothing groups and fewer uv islands.
use .sbm then i'd say :) it exports your lowoly WITH the prjection modifier, just mae sure you have an dit mes modifier between your editale poly object and your projection modifier
In other words, zoom the hell out! You would never get this close to that edge in game, and if you did/this was a really big object, you would be better off using actual geometry to bevel the edge.
@zachagreg The thing you see in the picture is just a drawer in a dresser so definitely not a hero prop. but imagine it is a hero object, you would rather sculpt than just chamfer the edges in a highpoly smoothed version of it? thanks for the reply