Tried my best to retopo the thing a bit more clean and twist the Y for DirectX. Maybe I have to practice topology, because the result seems still underwhelming, it doesn't look like the sculpt by any means. :/
I am trying to get a normal map from a high poly torso and get it on the low poly model in Unreal. I checked the Bake Settings, tried different solutions for the base mesh, the end result always looks like this:
It seems to be a combination between the low and the high poly model.
But the idea is to get only the surface of the high poly model, right? Or am I completely wrong and I simply can't hide the low poly surface? On top of the above, I've tried numerous things. Subdivision helps, but it only looks good if I set it to 6+ and then every performance + for games is gone and the whole normal map thing is redundant.
The red circles show a few edges that are slightly "off", but they don't seem to be responsible for the overall bad quality of the map.
The lines that I marked in the purple normal map image are exactly those from the low poly object. What are they doing there?
PS: Maybe the problem is that the low poly mesh is wrapped around the high poly? I thought it is good this way but maybe it has to be the other way around?