A. Let the normal map do the work. Do not model very fine details or ridges in your lowpoly, this is detail a normal map can easily fake. Remove the small inset on top/bottom(flatten it out) and delete the two cylindrical shapes on top.
B. Whenever you have hard edges, you also need to split up your uv groups, or else you will get seam artifacts like you have on those small cylinders
C. You can't overlay your uvs like that and expect it to work, you need unique UV space for normal maps.
In addition to that, if you're going to have details like this as separate mesh chunks, you need to "explode bake" them as to avoid ray intersections. In the case, simply merging them in with the main mesh would be easier.
A. Let the normal map do the work. Do not model very fine details or ridges in your lowpoly, this is detail a normal map can easily fake. Remove the small inset on top/bottom(flatten it out) and delete the two cylindrical shapes on top.
B. Whenever you have hard edges, you also need to split up your uv groups, or else you will get seam artifacts like you have on those small cylinders
C. You can't overlay your uvs like that and expect it to work, you need unique UV space for normal maps.
In addition to that, if you're going to have details like this as separate mesh chunks, you need to "explode bake" them as to avoid ray intersections. In the case, simply merging them in with the main mesh would be easier.
Hi! Here my modifications
Lowpoly: 352 faces
Highpoly: 15219 faces
LOWPOLY + NORMALMAP
The right part of the internal circle is not very good, why?
Make another bake without cage. That should give you a clean bake for the small rings on top. Cut them out in photoshop and combine with your cage bake normal.
Don't know if ther's a better method but that's what i do.
Make sure when you export the low/high polys (or Render to texture... or however you're doing it), that they're centered to the origin and lined up correctly.
Your sixth pic down looks like your low poly is slightly offset to your high poly when you bake (maybe slightly rotated?!) which would cause the distortion.
you can optimize your low poly alittle more on the top of the cylinder by deleting the vertex in the middle and just connecting the outter verts to eachother so you have bunch of parallel edges
Replies
B. Whenever you have hard edges, you also need to split up your uv groups, or else you will get seam artifacts like you have on those small cylinders
C. You can't overlay your uvs like that and expect it to work, you need unique UV space for normal maps.
In addition to that, if you're going to have details like this as separate mesh chunks, you need to "explode bake" them as to avoid ray intersections. In the case, simply merging them in with the main mesh would be easier.
Hi! Here my modifications
Lowpoly: 352 faces
Highpoly: 15219 faces
LOWPOLY + NORMALMAP
The right part of the internal circle is not very good, why?
Thank you very much EarthQuake.
Don't know if ther's a better method but that's what i do.
Your sixth pic down looks like your low poly is slightly offset to your high poly when you bake (maybe slightly rotated?!) which would cause the distortion.