I have an UV-unwrapped base mesh that I want to bake tangent normals into. Only detail I need is a few bevel modifiers and a subdivision surface. How can I bake the smooth version without using cage objects etc?
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1$\begingroup$ While not exactly answer to the question, it might be easier to duplicate the object with modifiers, apply them for the duplicate and use it as highpoly, remove modifiers for the other one and bake normals in tnagent space to it like to the lowpoly (creating backup copy is also good step) $\endgroup$– Mr ZakMay 30, 2018 at 20:25
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$\begingroup$ I did try doing that, but the normals look weird in some places, and sometimes bleed where they shouldn't. This might work in certain cases though. $\endgroup$– MichaelMay 30, 2018 at 21:41
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$\begingroup$ I'm hoping to get some attention to this question. Anyone? $\endgroup$– MichaelJul 1, 2018 at 14:42
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$\begingroup$ Easiest way to attract some attention to a question is to edit it and provide more details. Show screenshots of how you tried to bake, settings you used etc. For now I can't tell what does it mean "normals look weird in some places" and "sometimes bleed" $\endgroup$– Mr ZakJul 1, 2018 at 15:27
1 Answer
You can bake world normals instead of tangent ones
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1$\begingroup$ please, try to add some more info, an example, an image, to make this answer look less like a comment... $\endgroup$– m.arditoJun 7, 2018 at 7:25
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$\begingroup$ -1. Not enough details. You can expand your answer by adding instructions on how to set this parameter, as well as an explanation of the difference between tangent and world normals. $\endgroup$ Jun 7, 2018 at 16:49