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Yes, there are already plenty of similar questions here, none has an answer. The normals are inverted on my baked low-poly mesh :

enter image description here

I have this high poly mesh :

HP

and this low poly mesh (the borders don't match exactly because this is a simplified scene, I deleted a lot of stuff) :

enter image description here

The low-poly UVs are decent (again, partial mesh only; seam selected) :

enter image description here

I baked the normals using Cycles, CPU only, both 8bit and floating-point textures. When connecting the normal map to the diffuse color, it gives this :

enter image description here

Ok, why not, that's how tangent space works.

However, when connecting to the diffuse's normal slot, it gives the image above. This one is NOT ok.

enter image description here

It seems that Cycles' baking tool does not use the same tangent basis than the renderer... Does anyone know a fix ?

.blend : http://pasteall.org/blend/index.php?id=43471

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    $\begingroup$ Please make sure the title of your question is specific to your problem and not just the general subject. $\endgroup$ Commented Sep 9, 2016 at 12:28
  • $\begingroup$ @RayMairlot Better this way ? $\endgroup$
    – Calvin1602
    Commented Sep 9, 2016 at 12:52

1 Answer 1

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In your last image there is the problem - you are connecting normal map texture directly into the vector slot.

Please connect it through the Normal Map node (Shift+A > Vector > Normal Map):

enter image description here

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  • $\begingroup$ I googled lots of stuff, but I never thought it would be this part... Feeling stupid. Thanks ! $\endgroup$
    – Calvin1602
    Commented Sep 9, 2016 at 13:24

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