Could I please get some pointers or some help on my normal map? I'm constantly falling into the same problem of getting black shadows and portions of my model not coming out smooth. I have made a cage I made sure it covers the high poly model and there's not that big of the difference between the low and high model but this problems keeps happening. Any help would be much appreciated.
Your UVs need more work than that, read the sticky thread to get a better idea of why this is happening. And as the other said, you'll need to set up your smoothing to look nice and also have hard edges at the UV seams. Real short answer, you need more uv cuts at sharp angles.
The Cylinder for example: the end caps should be split off, as well as the decorative insets. The main cylinder form should be unwrapped straight, as if it was cut and rolled out instead of trying to hold the wobbly form of the whole thing being uv-welded.
if you are baking in xnormal make sure to check your export settings on your low poly and make sure you are exporting the smoothing information (smoothing groups)
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The Cylinder for example: the end caps should be split off, as well as the decorative insets. The main cylinder form should be unwrapped straight, as if it was cut and rolled out instead of trying to hold the wobbly form of the whole thing being uv-welded.