I thought that everyone uses the sub-surface or some kind of turbo smooth on their low poly mesh to get it extremely high poly and smooth. And then bakes that right down to the low poly. So I built a low poly gun, applied the sub-surface that divides and smooths it, but when I bake, it is garbage. I've tried blender and ATI's gpu mesh mapper tool to bake normal maps but they just don't look right. I also scaled the high poly bigger so that the low poly was 100% inside the high poly and still bakes like crap.
Anyone have this type of issue.
(God the image attachment never works POS)
Outlined low poly piece, high poly piece below, the normal map generated.
![test_bake_by_dpadam450-d4aia4s.jpg](http://fc02.deviantart.net/fs71/i/2011/264/8/b/test_bake_by_dpadam450-d4aia4s.jpg)
Replies
Try baking in Xnormal and see if you get the same results, then you can narrow it down to a mesh vs app problem. ATI's thing is like, really old and terrible.
And yea sprunghunt, look how F'd that normal map is ahaha, I don't even want to try to light it.