![]() Without the appropriate mesh density, the result is that you are not describing a smooth curve, but instead sharp edges. ![]() To me this looks like normal behaviour, your current topology is at the end of the day a low poly representation of what should be curved surfaces. ![]() I did try Auto Smooth of up to 180 before I have tried your solution but unfortunately, it doesn't work in my case. So my question is what causes this weird low poly issue, is there any way I can fix this, or is subdivision the only solution? And why does it affect the baking of a normal map? How to bake the perfect normal map? I tried baking normal maps in Marmoset and 3ds Max, but the issue persists in Blender. It gets worse though when applying the baked normal map. Unfortunately, the weird shading issue still shows up in a specular view. Here is the Normal Map when baked in ZBrush The issue becomes more apparent when baking a Normal Map as shown here: The mesh looks fine when I check it with X View in 3ds Max. The problem persists when I view the model in 3ds Max.Īpplying a Subdivision modifier in Blender or a TurboSmooth modifier in 3ds Max does help mitigate the problem, but it's still visible to the naked eye. I tried to fix this with Shade Smooth, recalculating normals, etc, but to no avail. I have a slight shading issue as shown in the image below.
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