ok sorry but i still don't get it... @Quack That means, i have to set for the whole lp object the smooting group 1 and than back it again ? thats all ? @EarthQuake when i split the UVs, the object isn't any longer seamless ? i mean what is now the right way if you bake something for games? Is there any good tutorial about…
Where is the sense to chamfer the edges? I mean the normal map is all about to save the polygones and triangels right? for solution number two, when i split the uvs, in know the probleam disapperas but the object isn't any longer seamless in this case i think i will watch the tutorials in the links first ti get a better…