I'd just smooth the trouble areas and project again. If the lowpoly doesn't match the highpoly, you'll get those results in the first image. You might also want to Geometry > Freeze SubDivisionLevels > select the Zmodeler brush, and alter the lowest subdiv so that you get better projection results
Glad I could help. So why this works greatly simplified is we're taking the equation for how something looks 'lowpoly + normalmap = highpoly' and taking lowpoly out. Or most of lowpoly anyway. First off; Normalmaps baked from highpoly are the above equation moved around. 'highpoly - lowpoly = normalmap'. A highpoly facing…
Just wondering if anyone out there can help me in my search for outsource studios that specialize in or are capable of high quality, lowpoly diffuse only handpainted 3d work (ala World of Warcraft)??? :)
but this isnt supposed to be the lowpoly. this gets gaked down onto the lowpoly. so add whatever geometry/triangles you need to get nice and smooth shading.
does it really have to be so lowpoly? theres no way your going to get a good bake anyway, the lowpoly and the highpoly are just too vastly different....
I think object space normalmaps don't use the normals of the lowpoly at all just override them but tanget space works together with the lowpolys normals.
If the planks are overlapping I would join them together in the lowpoly at the edges to make one continuous mesh. Otherwise it'll be too hard to bake the lowpoly.