Hi,
I have a furniture piece and I'm trying to bake high poly to low poly.
The issue I've been getting is that there is the seams of low poly being kept too visible in the baked normal map.
The images are my high poly/low poly/low poly with baked normal map.
(The image texture in the last screenshot is set to sRGB, I'm aware of it, I was just trying to tweak every single settings.)
I've tried baking it in blender/substance painter but none of them comes out with my desired normal map.
I've tried almost every method that comes up on google, but even considering that it's a quite harsh angle, I see why it would not work since I see so many tutorials baking a cube.
◇ the high/low poly is in one smoothing group each
◇ UV seams are marked where the angle changes
◇ UV islands have enough padding
◇ all objects are in the same scale of 1
◇ caging doesn't work either
◇ different ray distances in blender/substance painter don't work
◇ beveling low poly edges didn't work
And I have experiences of baking nice smooth edges onto low polys, so I'm just very lost at this stage.
Any idea about what I might be missing here?
I have many furniture pieces to bake, so any help would be appreciated.
Thanks!
Replies
The larger issue that can help, but should be addressed regardless, is that your low res mesh is completely smoothed/soft edges/one smoothing group. Apply hard edges at the 90 degree bends, split them off into separate UVs, and rebake. You'll notice the gradient's are completely gone (ideal).
Hardening the edges will make the artefacting less aggressive in this case anyways. There's not enough geometry for fully averaged normals
I've tried each of the solutions that Kanni3d said:
The only thing that worked is to chamfer the edges and rounding the harsh edges.
I don't know if it is normal but none of the other options seemed to work.
Would chamfering the edges be normally be a solution in this kind of issue?
I think I was trying too hard to keep the low res mesh as low as possible since I've seen many other works that seem to manage to bake the rounded edges onto a cube.
So, I assume it really depends on what you aim for for each asset in each project, of course, and no one solution.
And this makes sense too, that's good to know. I was practicing to bake stuff but I feel like I should focus more of the entire workflow.
Thank you all!
I would make a texture strip that represents "wood panels" and construct this out of that. That would make the UV layout way more efficient and it speeds up any future tasks as you can re-use the texture.