I've been experimenting with baking High-polys onto low-poly and I've run into a spot in trouble, I'm new to this and I'm not sure what I'm doing wrong. If anyone could help/give tips, it would be very appreciate.
I'm using Xnormal to bake my models, but the outcome is somewhat strange.
I'm assuming I've not done something properly on my highpoly for it to bake out like this?
Wireframe:
http://i.imgur.com/fIKDpLF.jpgUV:
http://i.imgur.com/OSjp3rn.jpgNormal map:
http://i.imgur.com/hJOEddc.jpgThere are lines round the cylinder part of the flashbang and I'm not sure how to go about getting rid of them so they don't show up, maybe I need to cut the faces separately?
Ambient Occlusion Map:
http://i.imgur.com/wBDvDBz.jpg If there is anything else I'm doing wrong, Please spot it out. Thanks.
Replies
When modeling for NM baking you need to exaggerate the roundness/beveling of corners much more than they would be in a real-world object. This is for several reasons: amount of pixels on-screen in-engine, mipping, to catch reflection highlights.