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 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…
I see, it makes sense. Thanks. I'm mostly trying to make game-assets. I think this might still be useful but not in as many cases as I was hoping, but it's good to know about. And if it's not for real time it seems great since you could use something like subdiv 1 as the "low poly" and it would look good depending on…
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…
The main differenc i see for 3.1.2 and 3.6.9 is.. the island margins are baked a bit differently bit seem not affect the model itslef at all. Additionaly: since this was done with a subdiv level of only 3 and smooth shading and no seams at all.. Could it be that using 5 and maybe flat-shading leads and maybe too small…
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…
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…