I have a slight shading issue as shown in the image below.
I tried to fix this with Shade Smooth, recalculating normals, etc, but to no avail. The problem persists when I view the model in 3ds Max.
Applying 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.
The mesh looks fine when I check it with X View in 3ds Max.
The issue becomes more apparent when baking a Normal Map as shown here:
Here is the Normal Map when baked in ZBrush
Unfortunately, the weird shading issue still shows up in a specular view.
It gets worse though when applying the baked normal map.
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.
Thanks a lot, Yousuf. I have tried your solution but unfortunately, it doesn't work in my case.
I did try Auto Smooth of up to 180 before