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Good evening!

I've looked at other similar topics but none resolved my issue.

The problem is corners after baking normals and applying them to a mesh.

Both cubes have same amount of bevel. I have subdivided only 5 large square faces and sculpted them for the High res. cube.

Unwraped with smart UV

What could be the problem?

Problem

Settings

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  • $\begingroup$ Problem looks similar to this: blender.stackexchange.com/questions/53025/… But the normal is already non-color. $\endgroup$
    – Ignac
    Nov 28 '16 at 19:41
  • $\begingroup$ Try increasing Margin in the Bake options for normal map (if it wasn't already). $\endgroup$
    – Mr Zak
    Nov 28 '16 at 20:27
  • $\begingroup$ Tried margin of 0, 3, 16, 64 .. Doesn't help.. $\endgroup$
    – Ignac
    Nov 28 '16 at 20:36
  • $\begingroup$ Does the mesh have doubles / any not expected geometry ? Also make sure that UV map islands don't intersect and have enough space between them. Maybe upload it and add a link here $\endgroup$
    – Mr Zak
    Nov 28 '16 at 20:59
  • $\begingroup$ @Mr Zak Thanks for Your time! Here is the project: <img src="http://blend-exchange.giantcowfilms.com/embedImage.png?bid=2316" /> $\endgroup$
    – Ignac
    Nov 28 '16 at 21:08
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The problem are the ngons with 124 vertices/edges on the high res cube.

124 verts ngon

Adding a triangulate modifier to the cube solves that issue.

Also, the front and bottom faces of the low res cube are overlapped in the UV, so you should unwrap it again.

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