Hello, I wanted to ask You for Your help with baking normal maps.
Let's say that I have hipoly similar to this:
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And I want to bake this detail onto this low poly model:
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Notice that this boxes in low poly version, are not connected to bigger box behind them, they are floating geometry.
And another screen with some colors :P :
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My problem is that, detail in yellow area is fine, it looks like bevel and I am happy with it. But red area is problematic for me
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In my more complicated models this red area is almost always wrong, You can see artifacts from other details of hipoly or this red detail is moved a little bit in some direction and becouse of this, seams are visible around this low poly floating geometry. I know that tighter cage would help me but sometimes I am unable to make smaller cage, what can I do in these kind of situations ? How can I fix it or minimize this problem ?
Thank You and cheers !
Replies
Seriously though, this is too low resolution to support decent shading with a normal map. I know it's a rough example, but it's way TOO rough. This is a good read: Understanding averaged normals and ray projection/Who put waviness in my normal map?
I am talking about these 9 "plates", or "parts" under main body of this grip. I tried to do them like in screens in my first post, and lp looks pretty good, I have nice silhouette thanks to that technique but of course, normal map look very bad. So I cannot do anythink about it ?
I am asking because I could swear that I somewhere saw that other people were doing this kind of things in this way and it was working and baking fine