I was following a tutorial on Cgtuts.How to make a next gen dumpster.I'm fine up until the baking portion.When I place my normal map on my low poly there's ridges missing from the front and artifacts on the side.Also the lid is dented inwards.For the hi poly low poly bake i'm using x normal.I really don't know why it's all falling apart.Can someone help?
Replies
And it looks like you have some hard edges (smooth groups something something. I'm a maya user) on the lid.
And next time, this thread should be in the Technical Talk
I've also done a paintover of your UV sheet with some pointers, I'll list them here so there's no confusion of my intention. Firstly, I would weld those corners of your lids. The corners will stretch a bit, but they'll be much easier to texture instead of having to try to match up 8 different UV seams. Secondly, you've got two meshes laying on top of each other just barely in the lower left-hand corner. And last but not least, you've got your prong holes (I dunno what they're called) too close to the border of the box they're in.
Also, I agree with sltrOlsson, you've got some hard edges that need to go bye-bye. Hit it up with the Auto Smooth tool in the Element menu, adjust your angle so you don't get a hard edge in the low poly, and let the normal map handle the rest. Try it out again and see if anything works better, hope this helps and good luck.
Then bake the normal map?
Afterwards run my symmetry modifiers.And AO bake?
(I really don't know how to bake AO)
Would i do my AO on a seperate UV channel flat mapping applied?Sigh i really feel like school cheated me.I barely know how to bake a high to a low poly.
I'll work on your suggestions as soon as I get home from work.Thanks