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hey guys, 

I did this test scene with a low poly and a high poly spheres


(I also did a cage but it made no difference)

the most important problems are:

- (i think) it looks wrong if the high poly faces are outside the low poly surface (i think it's the darker areas on the map)
- I can clearly see the low poly faces

check it out, here's what I get using the bake texture rop:

this is the Tangent-Space Normal (Nt)


(displacement have the same problem)

and that's how it looks like rendered with tangent normals applied.


I will alse need to bake a procedural diffuse color but I'd like to focus on those other problems first.

Once again, thank you ;)



Edited by ParticleSkull

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