Hello guys, I need help on this normal map error. Every time I bake the normal it create some weird gradient which I believe it caused by the triangulation, usually I separate the UV map depends on its smoothing group to avoid this error but I don't think I have to separate this one. Please ignore the rest of the other…
Yeah that shouldn't really cause such an issue since the bump you made is rather shallow and not actually extreme in any sense. I want to say it's a triangulation issue, where for some reason the invisible edges are flipped. Which can make errors like that if edges get flipped. Try triangulating the LP and rebake, then…