Hey guys. I always have a problem setting up a tube-like objects for baking a normal map. Like a sleeve end for example. When I need to make a really low poly mesh.
How do you set up the lowpoly mesh to bake the tube? To get as little artefacts and stretches as possible.
Replies
Make the lowpoly, and duplicate it. Instead of adding support loops and subdivision modifier, use chamfers so the circular segmentation stays the same as the lowpoly. In this example I made it more drastical, more lowpoly than yours so it clearly shows how it works. This is the highpoly and lowpoly mesh:
And this is the resulting normalmap without errors:
This is how it looks when applied on the lowpoly:
Hope this helps.
I did the same test with the suggestion above, these are the results:
Subdiv highpoly, and lowpoly mesh with supportloops added
This is how the bake result looks when its applied on the supportloop lowpoly. Its ok but the wavyness didn't go away and as I pointed out, the top part bakes very bad:
Same normalmap applied to the lowpoly without supportloops. Things goes worse as its expected:
Baked normal map:
Things were baked in Substance Designer in both tests.