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Hard Edges are still visible with Normal Map
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Hello, folks!
maybe I'm missing something or my world differs from the other people's one, but I have trouble even baking a normal map of a simple cube.
I created 2 cubes (lp and hp with beveled edges)
according to the rule, all edges of >90 angles must be split to their own UV shell and set to hard edge
I tried to bake within Maya with Transfer Maps, in Marmoset (using Maya tangent space), but every time I try to render the normal map in Maya (no matter whether I use Armold or V-ray), I still have these hard edges visible
even if I set the edges to average and bake again, the result is not satisfying either