Hi there so I been studying baker more and all. So I feel to help me understand I did this experiment where I try to just bake the details on a simple square. Just a way for me to make this simple and give me a better idea. Now i was able to get a bake detail on top of the square to look right as I made that by extruding a small square on top. However, on the side of the cube, i try to see about baking in detail from the cube part having it where there are some cube holes on it but for some reason they don't come out bake right. Why is that? Now i set the low poly cube to be autosmooth at 180 and all. Here is the result I got from baking. Also I use blender to make the model and substance painter to bake. This is a simple experiment to help me get a better understanding of baking process more. I know there are tutorial but that talk about baking but want to try it on my own to see if i'm understanding it right.
What does the lowpoly shaded wireframe look like, and what are the UVs? If you share your model here, someone may be able to help you understand the issues.
I think the best thing may be to read these guides on baking:
I'll look at the guide but this is something I need to experiment with to make sure I understand it. That why I am just trying out on simple shapes. Also here is the wireframe and uv of the lowpoly
It generally doesn't make sense to try and bake those deep extrusions onto a flat plane, especially when the extrusions go inward/ outward with a 90 degree angle like in your model. The normal map will not be able to capture this in a sensible way. Normal maps are used to 'fake' more subtle details, deep extrusions like that would need to be represented with actual geometry. Other problems definitely are due to ray depth that needs to be increased.
I totally support what wilson66 said but sometimes you really have to do it that way , normal map only . Any instanced geometry that multiplies in a frame uncontrollably and you couldn't have a close LOD switch because of geometry grouping for example. Not an issue for Unreal perhaps with its screen space Nanite system but typically instanced geometry is grouped and a next lod switch could be like 100 meters ahead. That way you can get gazillion of extra vertexes in a frame with those deep extrusions. And if they are not that deep and noticeable only the normal map still could be a viable solution.
To bake it right you just need to do that extrusions not perfectly 90 degree, a bit beveled and use Substance Designer baker maybe that allows to use a mask for "skew" fix . Basically do perfectly frontal projection to surface without corners skew . You can also just put a support loop to low poly that you would delete after when cube sides are split /hard edges and vertex normals/ visible shading is perfectly same with such support loop or without.
ps. In fact if you use Substance painter you can just "paint" this extrusion and don't need to bake it at all.
Replies
If you share your model here, someone may be able to help you understand the issues.
I think the best thing may be to read these guides on baking:
I would guess rear ray miss, need higher ray distance.