A simple task as a normal bake is giving me issues. If anyone knows what would be the cause of them, please let me know
Simple model - speakers - unwrapped box over it for low poly - normal is looking ok, but there is a huge distortion
when doing with mental ray to render texture (he uses raytrace) I just needed to unwrap low poly and I got nice but as aforesaid distorted normal map
tried to unwrap the high poly and low poly in the most matching way - did it with scanline render and match UVW's method - it gave me a perfect result
(ignore poor UVW's)
Does this mean that every high poly should be unwrapped in the same way (same seams) as the low poly prior to bake - and then bake it with scanline. I know people don't do it in this way, but perhaps I'm the only one that should
Any idea why this is happening?
Replies
Secondly, can we get a look at the wireframes? The distortion is likely coming from the fact that you don't have enough geo on the low poly ... adding a vertex in the center of each speaker would allow for a better projection, You can remove the extra verts later, once the map is baked...
The distortion can also be caused by the highpoly/cage being too different from the low poly. You should post the models.
Hope I got that right ;p
I did at the end have to flip green (Y) in the materials, cause I was getting things going in rather than going out. Need to find out if this is a common thing or my mistake
I've rendered the end result 136k poly's high poly (turbosmooth on 3) and low poly 14poly 28 tris
Nevermind: Solved.
happy^^
Again thanks all!