Blender 2.8 / BAKING NORMAL MAP / SHADING / HARD EDGES
Greetings, folks! In this tutorial we are baking a normal map for meshes with different shading.
General steps for baking a normal map:
1. Create a cage object with your low-poly mesh. Displace it as to let it cover both high-poly and low-poly mesh. Use Displace modifier.
2. Mark all angled hard-edges as UV-seams.
3. UV-unwrap your mesh.
4. Keep your UV-islands proportional and as big as possible.
5. Set Margin between UV-islands to . If it does not help, try a d
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