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It sounded so simple to use displacement for a cube, but I found there were a lot of question about that. I would like to model a cube with imperfect edges. So I made a base model like this:

enter image description here

It had beveled edges:

enter image description here

I sculpted a hires cube and created imperfections along the edges and the faces:

enter image description here

I generated a displacement based on the simple cube. Of course it had to have UVs. I used the default UV layout:

enter image description here

The beveled corners looks like this in the UV editor:

enter image description here

I generated displacement map with the default Blender Render engine (v2.79). And it seemed OK.

But the rendered image had some problem with the edges:
enter image description here

I tried to subdivide the base geometry but it did not solve the issue.

How can I fix that problem?

What would be the ideal workflow for this (stressed cube) task?

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I would suggest baking the high poly mesh to a normal map in Cycles and plugging the generated image into the material for the low poly box using the node editor. There are many great tutorials on this workflow, including: https://youtu.be/BOYRCI-dtjU. It produces consistent results.

You may want to triangulate the low poly mesh first if you are going to export it to a game engine such as Unity, as they may calculate triangles differently.

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  • $\begingroup$ Thanks! The tutorial is quite useful. However normal map has its limitations, that's why I would like to create displacement map. $\endgroup$ – Prag Dec 29 '18 at 19:46

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