http://wiki.polycount.com/wiki/Texture_Baking Some excellent information in this. Examples: When shared edges are at different angles in UV space, different colors will show up along the seam. The tangent basis uses these colors to light the model properly. Image by Eric Chadwick The specular highlight is affected by triangulation. Flip edges to fix skewing. See the Polycount thread Skewed Specular Highlight? for pictures and more info. Image by Robert "TychoVII" Kreps Non-mirrored triangles cause a shading error. Image by Orlando Jones