As I remember we've discussed these kinds of smoothing errors backwards and forwards before, but I can't remember if there was ever any resolution besides adding more detail to the low poly or using smoothing groups (blech).
I've had this problem before. Is the lighting error visible in the normal map as well? If so, you acn simple add a bit more triangles to to low poly where the problems occur, and re-render the normal.
I think it's actually an error with the way Max renders normals, I did some tests using objects in Max7 and xNormal, and xNormal produces a perfectly clean and nice normalmap, while Max makes one that has these shading artifacts from the lowpoly normals actually baked into the normalmap. I'll post some pics soon.
I've found it's always been a difference in how Max renders the normals and then displays them. Potential problems you might be having: 1. Don't use the cage. At all. Using the cage alters the tangents of the normals, but doesn't bake them there. So it sees them one way based on your cage, and then displays them back in…
Nice tip Poop, I didn't know the cage (by which you mean Projection right?) screwed with the normals. I'll have to try that out and see if there's a difference. Also you should be able to use 1 smoothing group for everything. Poop's got some good ideas.
I did some quick tests in 8 and normals were perfect. Mirroring and rotating uv-chunks worked fine. There is also one Realtimeshader that ships with Max, without specular unfortunately, that seemed to work fine. Of course I could have missed something. As stated those were some quick tests and unfortunately I didn't keep…
Due to my impatient nature I did a quick mockup of your model. Hope you don't mind and it's of course a very reduced testcase so it's most likely not valid for all situations. I simply put some chamfered boxes and cylinders together for the "High"-poly.Please ignore the lazy uv-layout also Though the highpoly is lacking…
See it positiv. Max gives you the control from which direction it casts the normals. If you don't want to use that feature you can just move the cage-vertices along their normals or uncheck the checkbox for the cage alltogether. Unless you were ironic of course, english is obviously not my mothertongue.