Hey Jonathan,
So I finally got some time in to finish this. Weirdly enough though, the exercise was ‘not accepted’ but the course still marks as completed, so.. that’s odd. In any case, the new submission is here: https://cgcookie.com/exercise_submissions/23843
I’ve used the harden normals as you said and the different process of saving the texture, and all shading issues seem to have been resolved. I read some more about the harden normals flag because I like to appreciate the magic a bit better. 😛 In any case, it seems to have been added exactly for the case that I was experiencing.
Even more so, I saw these kinds of shading issues before and thought that it was a biproduct of the ‘Shade Smooth’ > ‘Auto Smooth’ where you select the angle, I thought that was odd, but by tweaking the angle a bit I managed to find a good compromise between ‘too smooth’ and ‘no weird shading’, or so I thought. Apparently my material was just not reflective enough to highlight the issues. But, harden normals was invented specifically for those issues it seems. It’s an interaction between ‘shade smooth’ and the bevel modifier’ where flush surfaces experience shading issues using ‘autho smooth’. So, now I know how to recognize that issue and what the fix is.
Thanks a lot for your time going back and forth on this. It has been very interesting, I feel like I’ve got the gist now of normal map baking now.
Thanks,
Tom
On a side not, the shading lessons are looking good, quite interesting so far. Can’t wait to play around with the shaders a bit. 🙂