Low poly mesh interrupting normal map in render I have been looking for a solution to my problem for 3 hours and unfortunately I can't find it anywhere, so I have to ask.

When I add a normal map with hi poly mesh, the edges of the object are obscured by the low poly mesh. It's looks like this:



Hi-poly mesh looks like this:



I also found this problem in a new open file:



hi poly mesh:



Any suggestions why the object does not display as it should?

-There are no duplicated objects below low poly mesh

-I tryed recalculate normals

-I have setup non color data

-I using Blender 2.79B

-Before beake i choose hi-poly mesh first

-It is already setup the same location for both objects
There is only so much a normal map can do, see for example this tutorial for an in depth explanation of how it works and what the limitations are. TLDW; changes to the silhouette cannot be represented in a normal map. For situations like your second example a normal map cannot give any close approximation of the original appearance. You could try vector displacement instead if you want.

That said, your first example should be doable with a normal map.


Make sure your low poly object is smooth shaded before baking.
Try adding a little geometry to sort of follow the contour of the high poly mesh (even simply beveling will help reduce terminator artifacts)