Hello!
I am currently trying to bake out a normal map for a vehicle I have been working on, but for some reason I get these problems all over my normal map. It looks like the edges on my low-poly model is somehow influencing the normal map and leaves these ugly edges... It only happens when I'm using the tangent space normals-method.
I have no idea what to do about it?
To the left is the bake with object space normals and the right is the one with tangent space.
Replies
The question is whether the normalmap does its job or not. If the model looks alright with the normalmap applied then there's no problem. If it doesn't then it'll be easier to help if you post some additional info and images to illustrate the problem.
It looks okay with the object space normal map but it's not what I want to use.
I wonder if it has anything to do with the way I've split my polygons on my low-poly mesh (the image to the right)? Would it be better to try to not get these long, triangle-shaped polygons, and if so, is it better to add a bit of extra polygons to make them more square?
So if possible put a screenshot of your lowpoly (without wires and normal map)
Also, why are you modelling in those cutouts in your LP?
Maybe I could remove the cutouts in my lowpoly, that's true, and that might be my only solution, they aren't really that deep. But I've encountered this problem before on other meshes in the past and I'm very curious as to what causes it and how to avoid it the best way possible in the future, aswell.
Here is the lowpoly mesh naked and bare
It's all fairly flat detail too, you could simplify a lot of your low poly and still get a good result, unless you're going to see that bit up close.
I decided to remove the cutouts after all, it turned out better in the end!