Still new to this, I'm trying to bake in a simple scenario:
this is an X carved in my high poly mesh, and I'm getting these "wings" outside of it in my bakes.
I'm guessing the model is not perfect, but I tried making all the faces around the X flat, and i couldn't find a better way to model it.
(maybe I just need to find a way to do this with quads? I wraped my head around it, but couldn't find a good way to do it).
you can download the complete blend file from the low poly model.
Thanks!
modelmodel
Replies
The basic rule is that you should have hard edges where the geo is around 90 degrees or greater, and also split the UV's into islands along those edges. I'd also suggest removing all the internal edges along that bevel for a low poly model like this, the normal map will cover that for you.
It really is a must read!
Basicly Mesh normals and UV seams/layout is super important to good normal maps.