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>> No.701685 [View]
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701685

>>701684
Cont.
Here is distorted normal map after baking hp with a floater. Actually the most important things are smoothing groups with uv shells in my opinion.
You can read this
https://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts

Didn't read this one but op mentions blender(which you're using)
https://forum.unity.com/threads/normal-mapped-beveled-edges-look-weird.320796/

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