I managed go get almost rid of this issue by just adding some support loops to the side of the wings to define the edges of the low poly. This is kind of strange to me, cause it's not altering the shape at all and as far as I have understood normal map baking it's about fireing raycasts between the high poly (cage) and the…
It's getting there :) but you still have some pretty major waviness and skewing, which should be fixed before moving on. Add some support loops to control the projection (fixes skewing) and increase the side count to fix the waviness. 6 sides(?) is way too low for something that is going to be close to the camera like this…
Of interest to most who will read this thread, I wrote an extensive tutorial that covers this topic and many other common baking issues. It's geared towards baking in Toolbag, but most of the Basics and Best Results sections apply universally. Check it out on the Marmoset site:…
Right, it is of course implementation specific, and I'm still not sure why XN does it in this way, as I've actually brought up the issue with Santiago on a few occasions. Like in maya, you just select from a dropdown list which implementation you want to use. I just try to stick with how people commonly refer to this…
Hi, I'm quite new to baking stuff, especially from High to Low, keeping the detail quality. Thanks to everyone contributing to this thread with either questions or answers. I haven't been able to read it all with strict attention. I just finished making some normal maps that required alot of thinking and researching from…