I'm currently having problems with baking in Toolbag 3. In the images below, I have a model which should have straight and uniform normals, based off the floating geometry in the high-poly model, however, the result of the baking process is wonky normals which definitely aren't straight. This model was brought into Toolbag 3 straight from Maya 2017 as an FBX. Any help would be really appreciated!
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The Way it Bakes:
This is how the normal maps bake in Toolbag 3
How it Should Look:
This is how the details should look.
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Replies
You need to subdivide your cylinder just for the bake.
Paint Skew
Fixed
One thing you absolutely should not do is add geometry to the lowpoly, bake, and remove it, as this is likely to cause shading errors.
There's a bit thread on the topic here: https://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map/p1