Not a blender guy, but at some point blender would export hard edges/smooth group splits as broken (detached) edges rather than mesh normals. This would cause gaps where baking unless you export a cage mesh from blender as well. Don't know if this is still the case of if they've sorted out mesh normal exporting yet.
This now seems to work great, at least with fbx exporter.(tested with blender 2.73 and max2012) Been missing some blender updates but looks like Bastien Montagne implemented Split Normals to make that possible. And yes i do agree with JedTheKrampus that's the better way to do it in 2.73. PlateCaptain, feel free to add me…
Looks to me like you forgot to set your faces to be smooth shaded in Blender. That could also be why the cage had a different vertex order, because the exporter created more verts to replicate the flat shading. You have to set faces to be shaded smooth, then set your hard edges as desired and make sure Auto Smooth is on.
Seems to me like you are not doing anything wrong, that seam is always going to be visible if you zoom in, so the solution usually is to add a chamfer (in the low poly) if you want something better. Also try the opengl viewport as well to check it out. With that said if you add a chamfer and redo the uv you'll also want to…
Hi everyone, I've read a ton of threads here on this topic, and I'm still having some issues baking some simple normal maps in XNormal from Blender. I'm hoping if I post my own examples and particular workflow, I might be able to get some more specific advice. I'm starting with the high poly on a simple test object. I have…