You should be able to get the correct normal map out of the baker every time if you are following the right practices. The need for photoshop for fixing normal maps is because of a lack of understanding and bad techniques more then anything. The only time you should use photoshop with your normals is adding small details…
Did you do something weird here like add in more segments to your low after you baked your normals? You shouldn't be getting noticeable waviness on an object with that many sides. Waviness etc: http://www.polycount.com/forum/showthread.php?t=81154
As has been noted in other threads (IE: http://www.polycount.com/forum/showthread.php?t=81154) its better to understand the problem in the first place, than to do silly hacks like this. This "solves" the issue at the expense of making it look like a crappy lowpoly cylinder, certainly if our highpoly and lowpoly look…
I'll do this before anyone else does, you need to relax some of those edges. At the moment they are very tight and that wont bake down very well as a normal map. Racer455 is renowned on polycount and always referred, so like passing on the Olympic torch, here you go. Earthquakes tips…
Well, I've checked the files and here is what I think. Just as I thought, it is not the artifact in a general sense — the baking works just fine. Actually, what you're getting is a correct result from a technical perspective of baking with such lowpoly/highpoly combination. The question is — why exactly it bakes like this?…
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…
Its good to see you posting here dude! I will try to help you out the best I can, just make sure to post back with updates and questions. I am going to list my critiques in the order of which they happen in the pipeline, that way you can easily look back through your process and see how to fix them. 1) The highpoly base…
You need more geo. If you want to bake a round high poly mesh to a lowpoly mesh, then your lowpoly mesh should be close to round as well. Earth Quake also has a thread about those issues as well: http://www.polycount.com/forum/showthread.php?t=81154 I would recommend going through the other thread first though, and reading…