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
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