@metalliandy yes, they will have the same amount of vertices as long as your beveled cube don't unwrapped. If you start to add UV seams it doubles vertices that being cut. And in this case regular cube with hard edges and UV will have less vertices, coz if you make UV seams on hard edge it won't double it again, coz hard…
This. If you bake a map from one mesh and then apply that map to a mesh with different vertex normals, it would be compensating for vertices that no longer exist and wouldn't light correctly. It would only work in very specific circumstances.
Try expanding the cage more horizontally than vertically. That should help cut down on the wavering edges a little (although it can introduce other issues like more pronounced skewing on the top/bottom of the cylinders - in this case it's all flat anyway so you should be fine).
This is normal behaviour when the low res mesh isn't as round as the high res mesh - the rays from the low poly wind up getting cast above/below the edge you're trying to bake due to their direction and the differing proximity to the high res mesh. You can tweak the cage to try and get rid of them - try and have your cage…
Quick question to double check my thinking. I have these shading issues here. The main piece in the screenshot has 1 smoothing group. I noticed that the cage was not flat like the faces of the LP in this area so i tried to make those faces planar and rebake but it didn't make any difference. I am surprised that didn't help…
Just wondering - would aligning the lowpoly vertex normals to the plane help in this case? I.E. you select the border vertices of the planar surface with the triangulated topology, and align the vertex normal so that they are perpendicular (as seen in that recent thread here in technical talk) would this get rid of the…
I made an experiment. The results: Basically - aligning the vertex normals (marked in yellow in the left part of the pic) didn't fix the skewing at all. But it DID fix the bit depth issue. I understand why it fixed the bit depth issue, but I don't understand why it didn't fix skewing. I thought baking engines took vertex…
Cool! Glad it helped. :) The reason I suggested bevels is because when you zoom out sharp 90 angles tend to alias badly & bevels are free in terms of vertex cost (assuming that you are replacing two adjacent smoothing groups or a single hard edge between two faces) as in such cases the vertices are already already created…
This is why you're having trouble. In the 1st image, EQ is explaining that a highpoly model works better for normalmapping when it has more slope for its bevels. The two cylinders at the left/front have very vertical bevels, so they bake poorly. Your barrel highpoly suffers because of this. This post goes into more detail…
What are you baking in? It's true in all cases as long as the cage isn't split. Any time you are using a proper averaged cage the vertices of said cage set to all smooth (no double verts) so there are no gaps in the projection & you add loops to control that projection in order to stop skewing. If adding geometry didn't…