I hope the image explains what Im talking about. i made a panel with 4 screws in the corners, if I bake in Blender they come out perfect, nice and flat, and but in SD6 they come out terrible at a weird angle. any suggestions?
He means that in blender you're probably baking with non-average normals while in designer you're doing this by default. You can change this by checking the Average normals in the baking tab. The thing is, there will be other "issues" with baking this way. If you know why this distortion happens, you can prevent it from…
Skew maps are just masks that tells the baker to use a non average normals in that part where you painted (idk if that's exactly it, thought it makes your normal not distorted in that part where you have masked).
I did read through it and I couldnt see an answer. everything in that post is about geometry and baking in generial but not about the baking problem I have in SD6. if it was a geometry problem It would also occur in Blender which it didnt.
ok, I have a question, is there a quick fix to this? what feature does Blender lack/have which is different in SD? can I click 1 button in SD6 and have this problem disappear? so is it down to the way the objects are scanned, and currently they are scanned from a single point perspective?
It's not blurry, it's misaligned because the rays didn't go perfectly perpendicular to the surface. This could be fixed by modifying the vertex normals of your mesh (or smoothing groups) or by using a cage. More details here…
They normally don't. If you bake without the average normals you will likely see other issues such as seams across the hard edges, and that's why you use average normals bake. There are other issues as well. And those issues are not only related to how you bake, like froyok linked you, it has something to do with the…