In blender when baking with a multiresolution modifier from this highpoly: The baked normal-map on the low-poly looks like this when using "Bake from multires": These are the UV seams: I thought it had to do with UV seams first, but it's unable to bake round edges anywhere at all, anywhere on the model. I noticed that…
I too had hurdles with the triangulation initially, but I solved it by baking it to a quad only mesh first using the "bake from multires" setting. Then I would to a regular, selected to active cageless bake using extrusion set to 0.000001m and stacking the triangulated mesh on the quad-only mesh with the normal-map, and…
Ah sorry might have been a bit unclear. I'm using "bake from multires". Are you using a cage/extrusion here? I'm trying to specifically use "bake from multires" because it can bake it without having to bother with a cage. But so far I've only found it useful for organic because it does not work well with creasing on the…
If you're using bake from multires, what it considers low-poly is what the Viewport Level is in the modifier. What's considered the high-poly is the render level in the modifier. This is the settings I baked this with: Isn't this workflow pretty default in zbrush though? Was a long time since I used it but I remember you…
I would say that the need to use a cage or no cage should be irrelevant to the choice of overall workflow, since both cage and cage-less baking work as expected in Blender anyways ( FWIW I did not use a cage here, and simply controlled the bake with the usual extrusion and distance settings). Considering that "bake from…
FWIW, no issue whatsoever in 3.1 High using Multires, Low, Low with baked normalmap. So while that doesn't help much with your issue, perhaps you could try that version. I didn't activate the "bake from multires object", as I don't understand what it is supposed to do (enabling it in 3.1 removes tangent space options,…
It's definitely interesting for sure. Looking at it again, attempting what you describe with 3.1 leads to a result similar to what you are getting : a bake capturing the smooth profile of the normals from the multires high, but arranged according to the geometry of the low. But this happens only if "bake from multires" is…
Well I think it's an interesting approach for sure - really quite equivalent to baking a round edge shader on a hard-edged Low. It would be interesting to see if an asset could be done fully that way (knowing that the Low would need to be dense enough to not have overly facetted cylinders). One worry is the triangulation…
Such surface information transfer is typical of rendering pipelines leveraging subdivision+displacement. This is IMHO precisely why the bake from multires follows the geo of the low : the subdivision at rendering time would take care of the rounding of the base model, and then the displacement is applied for the fine…
I became interested in it because it was able to bake the armpits here without any artifacts. It produces very clean normals quite easily as long as the topology is okay. Using cages I always have trouble on sharp angles like this that are not cage-friendly. If it doesn't work with hard-surface/creasing I will only stick…