Thank you Achilleon for pointing me in right direction, the problem really lies on the side of 3D-application (Blender in my case) and it’s transforming of vertex normals while splitting the mesh on several parts. Unfortunally I can’t find a proper way to fix normals in Blender, so after several hours I came with a horrible work around for multi-part characters:
- Make your hi-poly character;
- Make a copy of hi-poly and transfer it to low-poly mesh;
- Split your low-poly into several meshes you want. At this point you’ll notice ugly seams between them;
4)Select all separated low-poly parts and simply join them into one mesh (Ctrl+J in Blender) - Bake Normal Map for this ugly low-poly mesh from your nice smooth hi-poly character.
- Split back your low-poly mesh into parts and use baked normal map to hide seams between separated parts.
Doing this with new Normal Map I came to the result you can see on the picture. They are the same dudes - multi-part and a sigle-mesh, but due to new tricky Normal Map they have inversed the appearence of seams.