For some reason i have got black parts on the object when I apply the normal maps. I'm guessing this is from the normal map as there are no other textures applied.
![ZIsNT.jpg](http://i.imgur.com/ZIsNT.jpg)
Here is the highpoly.
![5JIN6.jpg](http://i.imgur.com/5JIN6.jpg)
And what the cage looks like.
![Omhp1.jpg](http://i.imgur.com/Omhp1.jpg)
It is all a simply bake really. The texture size is 2048 x 2048, and below is the template.
![3c8qn.jpg](http://i.imgur.com/3c8qn.jpg)
Replies
the only real ways to fix this are:
1. enlarge and simplify the details on the model so they bake down better
2. allocate a larger map size for this project (though 2048 is already pretty large)
3. give the UV shell more space and risk density issues
Why not keep the model high poly with all modeling instead of normal maps? Is it an game model? If so, why not mirror some parts to save up on texture space?
There is no room to make parts bigger on my UV's
Also, why is it baking wierd like this.
You see the black at the top of the circle, which means the normals are saying that there should be no light on this part, although it should have direct light hitting it.
As you can see it not thinks light should be hitting these pixals.
Here is the highpoly:
You can get a little bit more uv space if you would overlap UV's. I see quite a few duplicated pieces in there. Just overlap them and move all but one 1 unit off of the uvw grid.
I personally would prefer to split the tank into two textures, as there is a lot of stuff on the tank, which I would like to have a good amount of detail. Butfor this assignment I can't
Since it looks like you're using max2011 or lower:
Select a vertical edge, Click loop, click ring, click straighten vertical, (its the up/down arrow to the upper right of the "Stitch button" in the window attached to the bottom of the UVeditor window.)
Do the same thing for the horizontal edges.
Thanks, and I need to save some money up for max2012
Also, you don't have to loop -- shift-clicking the align button with a ring of edges selected will automatically go through each loop for you.
afaik, this is only normals, not AO.
Top of the circle is fine here, its black because light is hitting the other side of it, basic shading etc. You'll note on the shot below, the top is being lit correctly.
This looks like a problem with your cage, ie: that bottom part is stickout out of the cage and not getting hit. You're bakes are also generally wanky because you likely do not have enough supporting geometry, and your rays are being cast at weird angles. See: http://www.polycount.com/forum/showthread.php?t=81154
Here are some images of the tank, any thing you could quickly tell me to change? Need to bake and texture by the 4th. Changes which will make baking results good ect...