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…
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
Normal maps are meant to override the shading, but generally, yes; you want a good low poly to get clean, predictable bakes. If your low poly model also has smoothing errors, you've likely got some underlying geometry issues that are independent from how you baked it. And if you're deriving your high poly from the same low…