My goal is to have my low poly model have detail baked from my high poly model. This is what my baked normal map looks like and I have no idea what's happening:
This is the uv map and preview of the high poly (1,170,176 polys):
And my low poly (2,032 polys):
Perhaps there's too great a difference in polys between the low and high? But I don't think that should matter...
In Blender, I first modeld the low poly, added seams and unwrapped it. Then I duplicated the model and sculpted it and unwrapped it and call that my high poly. I duplicated the low model to create each cage and pressed Alt + S to scale along the normals to cover both low and high models.
- Both low and high models are located at the same exact location in Blender when they're exported. They are both aligned in each other.
- Both models have a rotation and scale of 0.
- I have triangulated my mesh and that made no difference.
- I have applied Shade Smooth to every face that has a sharp angle as well as add seams to every edge in those areas to avoid artifacts.
- All normals are facing the correct way.
- I manually oriented all the uv islands to face the way they do in world space (if there's an add-on that could automate this, I would love it!).
- When I made any changes I made to the high poly's uvs, I used the Data Transfer modifier in Blender so the uvs match between the low and high models.
In Substance Painter, I bake the model in two separate parts because each has its own material, Firepit (Stone) - Base and Firepit (Stone) - Charcoal. I have tried baking with and without a cages. I have two cages: Base - cage and Charcoal - cage. I ensure either way I bake (with or without a cage), the model is completely covered so there's no red on the part I'm baking. Below I'm just baking the Base part of the model:
These are all of my files: https://drive.google.com/drive/folders/1FmuZqd0wbYrO4DBljiZta7gO_XW-OkBD?usp=sharing
I have tried everything I could find online for over 10 hours. Thank you for your help in advance.