I've noticed when normal mapping that selecting surface normals or geometry normals in the Maya bake settings gives much different results. Both methods result in errors in the maps, but in different ways. I was hoping that someone had advice on how to achieve bakes that don't suffer from these issues, and to see if this…
adding in an extra edgeloop(and 12 tris) will sort out the skewing issue from surface normals version, two loops max. I generally tend to just add in the small amount of extra geo to fix these issues, as its a pain to do any other method. You can bake both and mask, but this is a slow workflow if you ever had to make…
You'll still have the same issue, as softening the normals on your mesh is the exact same thing its doing when you use geometry normals(just only on the "bake" mesh). The difference between surface and geometry normals is this: Surface normals takes the normals of your lowpoly mesh into consideration when baking. So for…