I started with Blender about 2 months ago. I use that and 3dcoat to make models. I've made a lot of models i'm really happy with, but when it comes to the normal map baking process it's pretty much been a "fake it til I make it" approach. So far I've only modeled weaponry. I honestly don't understand baking still despite modeling nearly 20 different weapons so far. Here's my work flow
- Make low res model
- Make hi res model
- UV Unwrap low res model
- Use Blender to bake Normals
- Import everything into 3dcoat and texture it
This time I made a spiked mace/hammer. Pretty much I get weird stretching, shading and just plain weird jagged lines when I bake. I hate using xNormal so I bake within Blender. I followed BlenderGuru's normal baking process and maybe I am forgetting something crucial. I've just gotten to a point where I try to hide the imperfections as best as I can in the texturing process.
I've found that when I have really bright colors on the normal map, adding more edge loops to the low res model can help, but with this model it only helps marginally. There's a lot of curved parts with strange anomalies on the sides, as well as the texture being straight up stretched on the base of the shaft... When I UV unwrap, I check for stretching, and it had very little if any.
If someone could help me out, that would be great. I've got notifications on for my posts so I should respond pretty promptly.
Here's a post with a bunch of photos of what I'm talking about, including the normal maps. https://imgur.com/a/qMKPwFh
And here's a link to download my Blender project. https://drive.google.com/open?id=1oQ...Z1cr2sKJltFJeg
Thanks. Here's some images of the normal map without, and with added edge loops to the low res model. I can remedy some of the stretching but it's still very messy. I also included an image of the high res model of the object.