Hey everyone, it's your favorite unknown person here.
I'm having trouble baking some of my maps out, and this is a problem I've dealt with by just creating higher geometry, but now I want to find a solution.
When I bake my maps, I don't exactly get the effect I want.
Here's an example:
I have a HP mesh, and a low poly mesh. Here they are. When I bake them out, it comes out like shown below.
How do I combat this? I used to create higher res low poly models to fight it, but when I'm trying to keep my poly count really low, is there any way to transfer the detail to look better? I understand what's happening, I just have no idea what to do about it.


Second question:
I haven't had this trouble before. I have a piece of geometry I want normal mapped on, but it's not producing the full side part as a normal map:


As a result, as you guys can tell, it doesn't show the entire piece in a lighted environment:

I've tried making the cage bigger, closing in as close as I can, increasing the size of those side pieces, and using the ray distance calculator. No idea what to do.
Any help would be 100% appreciated! Thanks!
Replies
Yes I have used a cage. Its what I usually did. I did this as a quick test and I just split the UVs down the center, so I'm going to attempt to properly set this up and see how it affects it. I know that's for the black lines, but my biggest question is about the circular side piece that doesn't fully normal map.
Check out the pc wiki for more normal map info: http://wiki.polycount.com/NormalMap
Thanks again!