When I set the shading for the low-poly to flat, I get the sharp edges baked into the normal map which I don't want. When I set the shading for the low-poly to smooth, the smooth-shading gets baked into the normal map, which I also don't want.
- How can I simply bake my high-poly details onto the low-poly mesh?
- Why does Blender even change baking behavior when changing the shading mode of the low-poly mesh? As far as my understanding goes, this should have no effect - the goal is to bring my high-poly details to low poly. I do not care either about sharp edges of the low poly or the ugly artefacts of the smooth shading. Is there a purpose behind such behavior?
This is when baking with smooth shading for the low-poly:
The marked area should be a completely flat area, yet the smooth shading artefacts also get into the normal map.
And this is when baking with flat shading for the low-poly:
This looks better - but, alas, sharp edges of the low-poly cylinder end up in the normal map as well!