I'm having problems with baking simple cylinder stuff with extrusions. And I keep getting this wave. How do I fix that. I wany to be able to get a simple straight line on a cylinder piece.
![checkit.jpg](http://i752.photobucket.com/albums/xx164/madmetal666/checkit.jpg)
![check.jpg](http://i752.photobucket.com/albums/xx164/madmetal666/check.jpg)
My High Poly is on the left low is on the right. Every time I do a cylinder part I keep getting this wave. I highlighted were I get the wave.
ANY SOLUTIONS????:poly127::poly127::poly127:
Something so simple and its pissing me off:poly118:
Replies
I agree with EQ, I don't see the common normal map wave you can get when your low poly has less sides than your high poly, just some AA issues. Personally I think the detail being captured should be exaggerated, they seem kind of small and might not hold up well to mip-mapping or down res-ing.
IF you are using a cage to bake, moving the "cap" portion of your cylinder closer to the mesh will compensate for a little of this. Instead of having the entire cage equadistant from the low poly mesh. adding loops in your LP will help also.
If you understand how the normals are calced during the bake, directions of rays, etc... its easier to see where you have to move the cage to compensate for the distortion.
If you are just using raytrace to calc the rays, PS is the way to go to correct it.
I will set up a tutorial for all of you. All smoothing groups have to match on; High Poly, low poly, and Projection cage.
No more PS
Here are some quick Pic Same model
also the polycount wiki has some good tips and links, relating to normal mapping cylinders and the subject in general :
http://wiki.polycount.com/NormalMap?highlight=%28\bCategoryBumpMap\b%29#Smoothing_Groups_.26_Hard_Edges