to be pedantic... Tangent space normal mapping should be viewed as a modification to the low poly surface normals rather than a replacement/override (because that's exactly what it is). object/world space normal mapping is more like a replacement
Hello everybody, I am self-taught and trying my best to learn how to make game assets. I am trying to make a revolver game-ready asset, but I am facing some difficulties when baking the normals. The problems with the baking can be seen here: As you can see I have these edge lines showing, and some black and not defined…