Does anyone know:
-Why the side of the hexagon baked weird? (second image outlined in black)
-How to fix it?
Thank you.
I've tried with different edges and it always comes out like this.
I already tried adding an edgeloop in the center of the side, and deleting those extra edges around the top and bottom, but it didn't help.
Replies
You should subdivide the ngon model before baking it.
This is the result of subdividing the mesh. There are also no ngons in the model.
I still can't get rid of the weird normalmap issue about halfway up on the side of the hexagon shape.
How would you do that?
If your uvs are fine, then your projection cage could be at odd angles for each vert which could cause this. If you are baking this to a flat plane then just drag the cage straight upwards until it covers your high+low. Also, if you are baking to a flat plane then a cage is useless and you can use ray distance.
Don't bake two normal maps out and photoshop them together, thats poor practice.
How would you use ray distance instead of a cage for a transfer map?
I don't use Maya, so I can't help you much technically there, but I am sure google has plenty of tutorials on how to bake normal maps, as it is common.
The image on the first picture isnt correct (it already had the baked texture map onto the cube which shows an illusion that the edges of the hexagon are halfway up)
Edit: each test bake I do I create a new material.
How far into the cube is the hexagon sunk? And which search method are you using in Transfer Maps? (at the bottom, in "advanced options")
It also might be an issue with cage.
(This is what xNormal does with cages by default: )