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Baking curves with low geometry gives poor results, inevitable or fixable?

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coolguyslims polycounter lvl 3

Hello,

I'm creating a bake for this muzzle device that I'm working on, but I encountered an issue.

Here is the mesh in full:

And this is a closer look at the problem I'm having. It looks like my low-poly mesh cannot support the curvature of the high-poly mesh. At the points where the mesh is closest to the high-poly there are no artifacts, but in between those points it doesn't capture any curvature. You can see this reflected if I enable the wireframe.

And this is the wireframe.

I know I could solve this problem by increasing the geometry, but this is for a videogame so I don't want to increase the polycount beyond reason. What's a better way to fix this?

Thanks.

Replies

  • poopipe
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    poopipe grand marshal polycounter

    baking cylinders is a fools errand, Even if you make it look great it won't shade well when it LODs


    Bake the information to a plane and map it to the low res geometry - the mesh normals will take care of the rest.

    The bit in the middle is bakeable - the round bits you want to split off and treat as described above

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