I'm new in blender and trying to bake normal from a high resolution mesh to a low poly.
But the result of the normal map is casting shadow from sky corresponding to some global illumination that I can't change.
As you can see in image some global light is casting shadow into normal result. I'm trying to put some lights in scene but whatever shadow direction I try the same result accurs.
How can I bake Normal without shadow direction? Like we do when we bake AO with light coming from all directions.
I hope you understand this ridiculous explanation. ;/
Thanks!