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I was following along this anvil tutorial, and I was to make a normal map of the mesh I made. I had sculpted it, and was ready to bake the sculpted, hi-res mesh with the low res mesh. When I followed the directions and baked, the normal map came out strange. The blue is there, but in the center are these weird stretches, and a lot of purple in the bottom. Shown here: Stretching across the center

I am not sure as to what I have to do to fix this. I went back to sculpting and smoothed out some stuff, and it did fix half of it, but the stretching was still there. I flattened the middle of the anvil, near the base. I am not sure if it is because of my sculpting. Maybe I sculpted too deep or too much. Any help is appreciated. Thank you

Here is the link for my blend file. http://www.mediafire.com/file/9k4836p9maf0uei/Anvil1.blend1/file

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  • $\begingroup$ There are no streches with Plane.003, It works fine. You probably used a low poly mesh with a bad UV map. $\endgroup$
    – FFeller
    May 24, 2020 at 19:42
  • $\begingroup$ @FFeller Oh, wait a second. I have to UV unwrap the low poy mesh as well? my god i cannot believe i overlooked that. $\endgroup$
    – noyou
    May 25, 2020 at 4:37

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