[ QUOTE ] ...The only way to reduce this effect is to add more geometry. Either way, it's not something you can help. It means your ouptut could probably be better but if you are doing really low-res stuff with normal mapping there's probably nothing you can do... [/ QUOTE ] Actually, you can (and I'm still trying to…
Ape.of.Gods: No, you need to split the UVs too, break the UV edges on the same lines that you have made the lowpoly edges hard. If you don't split the UVs you are doing what Eld shows in the 2nd example down, which leads to seam bleeding as you can see.