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I have this high poly model, and I did retopo for it. enter image description here

enter image description here

enter image description here

Now I want to create a discplacement map for it, or at least to try and get some more details into the model. I added a subdivision modifier, and then a shrinkwrap modifier, and that cuased some issues in the mesh. When I added a displace modifier between the subdivision and the shrinkwrap modifier, it help but it doesn't eliminate the problem.

What can I do to fix it?

enter image description here

enter image description here

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  • $\begingroup$ if you already have your lowpoly, why don't you simply give it a Subsurf and bake the highpoly? Why the Shrinkwrap and the Displace modifiers? $\endgroup$
    – moonboots
    Sep 3, 2020 at 16:19
  • $\begingroup$ I don't know how to do what you just said. I'm trying to create a displacement map, or use some other method to bake the extra information. $\endgroup$
    – Yogev
    Sep 3, 2020 at 16:21
  • $\begingroup$ once you have the low-poly version, give it a Subdivision Surface and bake the normals, you'll find a lot of tutorials on this topic, just make sure you're in Cycles, not Eevee. $\endgroup$
    – moonboots
    Sep 3, 2020 at 16:25
  • $\begingroup$ Well it seems I have a problem with baking the normal map too. I keep getting this "rainbow" effect in the normal, full of green and red and blue and pink. Changing the ray distance make no difference. $\endgroup$
    – Yogev
    Sep 3, 2020 at 17:21
  • $\begingroup$ maybe share your file so that we give a try: blend-exchange.giantcowfilms.com $\endgroup$
    – moonboots
    Sep 3, 2020 at 17:39

1 Answer 1

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Give your lowpoly a Subdivision Surface modifier. As your highpoly goes a bit beyond the surface of your lowpoly, you need to increase the bake Ray Distance value up to 2m, it seems to work fine:

enter image description here

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  • $\begingroup$ Do I need to apply the modifier before baking? Also should I set it to level 1 or level 2? $\endgroup$
    – Yogev
    Sep 3, 2020 at 18:16
  • $\begingroup$ do not apply the Subdivision Surface modifier of the lowpoly, unless maybe if you need to use it in another software. Give it Subdivisions: 2/2/2 $\endgroup$
    – moonboots
    Sep 3, 2020 at 18:19
  • $\begingroup$ link link In the viewport it seems like there are holes in the texture When I try to render it seems a bit off and without all the details. Not sure if it's the normal map, or if it's just look like it because of the lighting. $\endgroup$
    – Yogev
    Sep 3, 2020 at 18:38
  • $\begingroup$ If there are some artifacts, maybe paint on this part with the good color, you can do it with Blender or with an image editor, just peak a color from the normal palet and paint on the artifact part. You could also try with a cage to see if you have better result but it seems like the result you currently have is pretty good $\endgroup$
    – moonboots
    Sep 3, 2020 at 18:43
  • $\begingroup$ Thank you so much for your help. By painting, you mean like taking the normal map to photoshop and try to match the color better? I tried to use the cage option but it didn't seem to make any difference. Not sure if I did it right. Anyway, I tried to set the ray distance to 5m, instead of 2m, and it look like that solved the issue. link Thanks again for the help. $\endgroup$
    – Yogev
    Sep 3, 2020 at 18:51

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