Whatever geometry you use for the bake should also be used for the final mesh that you are using the bake on. If you remove the supporting geometry (loops in this case) it will alter the vertex normals and cause shading errors that you want to avoid. One thing you can do if you cant afford extra geometry is add the extra…
Sorry for necroing this thread. So it's okay to add supporting loops to either side of those cylinders in order to get a non-skewed bake. Do you guys delete those loops after the successful bake or do you leave it for future potential baking? Okay I read about how the extra support loops should contribute to the design of…
So i tried to apply everything now, and my results are good imho! I used more edges ony my lowpoly for the roundness. @ZacD I also tried to get rid of the 2 edge-loops on the top-plane, but turns out that i'm getting more distortion in my UV's that way @Decordova360 again for clarification, you meant just adding edge loops…
Yeah matching your lowpoly to your highpoly is more important than control loops, that also means making a highpoly optimized to bake better for low poly.
Hey buddy, try this out: Add red edgeloops. Your extrusions in the middle of the barrel and the rim are probably throwing the normals off a bit. You can also possibly get rid of the purple loops!
@Klaus Hustle you would need to apply more edge loops on the low poly to avoid those edge bakes, then cut/retopo the mesh down to what you have now. I would suggest making a copy of that low poly unwrap > move one of the low poly to the side, If you're using max which i think you are, add another modifier ontop of…
@mettigel, They come from having sharp right angles and are just more artifacts from having a high and low poly with sharp angles and a different number of edge loops. The first page of this post talk about this in detail, provides pictures, and offers solutions.
Just bake with a cage... Not doing so is just asking for trouble, and it's certainly the source of your problems here. The support loops you have added have done nothing other than exponentially ramp up how costly this model is to rasterize. I do not believe that support loops on a low poly are ever a good solution for…
Its really, really important to keep this in mind: In a lot of cases, if you end up cutting in extra edge loops to "control" waviness, you could simply use the same amount of triangles make the object have more sides, which will look better in every situation.