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I have recently made a high poly lightsaber model with the subdivision surface modifier, and then duplicated and taken off the modifier to create the low poly version. I then created a cage, and baked a normal map from xNormal.

Then, I created a new material, added the normal map as a texture, added a image texture node into the material, a normal map node, connected them, and made sure the image texture node was Non-Color data.

Overall, the low-poly with the normal map looks good, but there are still some pointy edges from the low poly mesh visibly sticking out. Here is a picture:

As you can see, there are still some rough edges, like on the top, and on the rings around the handle of the lightsaber. This is what the high-poly version looks like:

enter image description here

It looks even worse in a texturing program that I'm using.

enter image description here

I have made sure my normals are correct, made sure I was in rendered (Look Dev) mode, and changing the normal map resolution to 8k does not help. The low poly is larger than the high poly in some places because of the subsd modifier being taken off. However, the cage that I used covered both objects perfectly. So, how do I get the normals to apply to the low-poly mesh right? Any help is very much appreciated.

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  • $\begingroup$ Does anyone need more information? I would really like to figure this out, as it is the last step in my 3D modeling process that I'm trying to figure out. $\endgroup$ – Caleb Leavesley Mar 20 '20 at 18:44

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