I’ve been having fun sculpting, topologizing and now I’ve run into a problem with normal mapping. I’ve followed multiple tutorials and all of them seem to lead to the same problem, and this that my normal maps seems to inhert details from both the low poly mesh (topology) and the high poly mesh (sculpting). Pic related.
I noticed that my retopo mesh is also set to flat (not sure if it should be) so I changed it. If I set it to smooth the normal map breaks completely. Pic related.
The dark on his face is supposed to be light from the lamp. I tried multiple combinations of smooth and flat, tried recalculating normals and nothing seems to work. I can’t find the equivalent problem online and I am completely at a loss here
The normal map shown on the first screenshot is result of flat shading of meshes. Enable smooth shading for both highpoly and lowpoly before baking.
I would also suggest using better lighting setup for testing bake result. HDRi map could be a quick and effective solution.