Hello everyone! I cannot figure out the issue with polygon edges being seen on the low poly after baking. Here's the high poly and low poly models (Blender). These are the seams and sharp edges that I have now: Once the baking is done (Substance Painter) and a simple layer (just a color or a variation with roughness…
Yes, I tried that as well. I did not really like how the textures looked in Substance Painter, so I removed that seam (and sharp edge) and added more geometry. That might be not the best solution, since the amount of polygons increased, but I managed to fit into the polygon budget anyway.
Yeah heavy gradients in a tangent space normal map or differences in shading between the low and high poly causes: More shading errors if the baked normal map tangent space isn't synced with the engine More shading errors if there's not enough resolution More shading errors the heavier the texture compression More obvious…