Weird Bake Polycount I'm having a weird baking issue on one component on my model. i am unsure of what the issue is, this issue wasn't here before and only appeared when i re baked the model. i have included images of the component and the cage. I need some help with improving baked normal maps. i came across this problem while baking normal maps high poly >low poly, selective >active, in blender. it's shown in the first picture by the blue arrows. the vertical edges of the iron bars in the high poly mesh are flat quads.
Weird Bake Polycount I'm pretty sure that weird artifacts on your bake were caused by the bad topology of low poly mesh. i 've made a really quick and dirty retopology of the model (it's still, like your previous low poly model, around 50 000 verts). i 've also really quickly unwrapped that mesh and baked the texture. Here you can see how low quality the bake is and some weird artifacts on a hard edge. here are some more even weirder details and problems. and here is the normal map. even though i'm rendering at 2k resolution the normal map seems very pixelated and odd. this weird ballooning effect is everywhere. i only baked the normal maps. I've been having some weird issues baking out a normal map and was wondering if anyone had encountered anything similar. i can't figure out the problem. i'm using blender 2.48, but i don't think it has anything to do with the program itself since i've baked countless flawless maps from it. In each corner of your domino piece you see 3 corners baked, because of repeated details. you can fix this by making the lowpoly domino shade smooth that way there will be only 1 vertex normal in each corner, so you won't get overlaps and multiple projections:.
Weird Bake Polycount I've been having some weird issues baking out a normal map and was wondering if anyone had encountered anything similar. i can't figure out the problem. i'm using blender 2.48, but i don't think it has anything to do with the program itself since i've baked countless flawless maps from it. In each corner of your domino piece you see 3 corners baked, because of repeated details. you can fix this by making the lowpoly domino shade smooth that way there will be only 1 vertex normal in each corner, so you won't get overlaps and multiple projections:. I have tried adding more bevels and topology, i have changed the baking settings but i keep getting these weird bake spots. any idea how to fix this?. Post your low poly uv's explain how your cage is set up, more info will help. if you haven't already, read earthquakes thread. remember to triangulate before you bake too. It's typically best to use the complete mirrored model to bake the normal map, not just the unique half. to prevent the mirrored uvs from causing overlaps or baking errors, move the mirrored uvs out of the 0 1 uv space, so only one copy of the non mirrored uvs is left within the 0 1 square. The way you are terminating the geometry looks a bit weird and with the wrong triangulation, you could have edges that cross other polygons and may mess with the baker.