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Normal bake issues

Hello Polycounters

I'm having a problem were I get get baking issues in between the fingers of a glove I'm making.
3zN49oH.jpg

Here is my normal without the cage.
4kVfVQE.jpg

I tried adding blockers, but that didn't fix it either.
4z0A2EA.jpg

On top of that I'm having a issue were my bake looks better without a cage

Here is my normal with a cage
D51RHaJ.jpg

Here is my high poly and my low poly mesh.
8UU75gg.jpg

1Aqd2r7.jpg

I'm not sure what it is I'm doing wrong. Please help.

Replies

  • EarthQuake
    What software are you baking in?
    What does the cage look like?

    Honestly, since this is a baseball mitt and the fingers don't move independently, how you've modeled it doesn't make a whole lot of sense. I would fill the gaps in between the fingers in the highpoly and then merge the fingers in the lowpoly so there is no room between them, that should fix your errors entirely. Also the stitching between fingers in the high really doesn't work with how you've modeled the low.
  • PandaBear
    I am baking in xnormal. My cage is slightly bigger version lowpoly but I tweaked with the areas that were intersecting and made sure my cage small as possible.
    As for the stitching I was following this reference
    eEUktf8.jpg

    I going to take your advice and merge the gaps together in the lowpoly. The reason they were so far apart is because when I was sculpting it zBrush the inbetweens keep mergeing together in my early stages in modeling and I did not want to increase my dynamesh % so early.
  • Neox
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    Neox godlike master sticky
    it's a tough job for either cage or raydistance, whats the purpose of this mesh later on? how will you see it in the game? If it is not a first person item, i would just merge the fingers and bake them together. Even for first person you could merge the last 3 fingers and create a slightly bigger gap between index and middle finger and fix the gap after baking. It's just too tight between those fingers.
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