Thank you for your advices. I test rendered it with basic texture and it looks good. I'm creating a set of these stone lanterns and I'll keep in mind even density. I've got one more basic question about edges. In past I ran into problems while baking onto low poly with steep edges and I started to bevel them but I am not…
Looks perfectly normal and reasonable. The stronger the gradients and colors in a tangent space normal map- the more difference there is between the high poly and low poly shading/normals. With a properly synced tangent space workflow, it shouldn't be much of an issue, but it can cause issues when textures get mip'd down…
Hi! Can you elaborate/show what problem you're having exactly? Seems you didn't include an image of the lit mesh with normal map applied. Frequently people are wondering about the normal maps different colors that show up along seams, however it's to be expected with a tangent space normal map. What matters is that the lit…