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Trouble Baking Normals for Cylinder

polycounter lvl 7
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feanix polycounter lvl 7
I'm having some trouble baking the following meshes:
vj2uf.jpg

As you can see, theres a nasty artifact.
dctseq.jpg

No matter how much i futz and mess around with the cage I can't seem to get a decent result. Can anyone give me some pointers?

Replies

  • Ben Apuna
    I think the problem is caused by having your UVs split on that edge loop.

    Possible solutions.

    1. Move the verts on that edge loop so that they either fit entirely within those rings, or outside of them. That way the rings will bake onto one UV island or the other not both at the same time.

    2. Split your UVs two loops lower down the cylinder rather than at the top.

    3. Bake with xNormal using a projection cage rather than the raycast method.

    Hope that helps.
  • feanix
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    feanix polycounter lvl 7
    Moving the cage so it didnt cross the highpoly's rings worked great! Thanks for the advice.
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