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Just can't seem to bake normals the right way. I've tried multiple tutorials and read quite a few blog posts. I'm trying to make a whole mech. Best outcome would be to bake the complete mech in a 1-2k texture. However, that is turning out to be a nightmare so I'm thinking of doing 512x512 or 1k textures for different parts of the mech. Now the problem is even the smallest parts are getting errors which I can't seem to solve. Am I doing something wrong? Is Blender not suited for this job? Or are normal maps not viable here and I MUST use geometry? I've been stuck on it for a week now and I'd really appreciate it if you guys could help me fix this ASAP. Here's the image with (hopefully) all the relevant information: Middle one is the high and low poly, left is low poly, right is high poly.

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PS:I'm trying to make a mobile game and that is why I want to keep the textures small.

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The baking works fine, the problem is that all your details are completely parallel or perpendicular to the low poly faces normals. Baking the normals will only be able to scan the faces normals that are not parallel or perpendicular to the rays, bake normals save the faces normals direction, not the faces height.

Here, no bake possible:

enter image description here

Here, the oblique faces are not perpendicular or parallel to the ray so they will be baked:

enter image description here

If your high-poly ever go through the surface of your low-poly, tweak the Ray Distance value so that it nows begin a bit before the low-poly surface (you may also need to tweak the Extrusion value):

enter image description here

In your case, if I scale down one of your details and bake, as the normals are now oblique it will be saved on the normal map, the other ones won't:

enter image description here

enter image description here

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  • $\begingroup$ can you help me with selected to active setttings? I sort of understand what they are for but I think they kinda do the same thing, right? $\endgroup$
    – harsh99
    Dec 3, 2020 at 10:30
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    $\begingroup$ your settings are good, they are used to choose where the ray must begin (in scene units) if the high poly ever go through the low-poly surface, it won't fix anything to change their current settings, again the problem here is that your details are either parallel or perpendicular to the baking ray, so your rays can't record anything $\endgroup$
    – moonboots
    Dec 3, 2020 at 10:43
  • $\begingroup$ Okay I fixed it as you said and I'm getting much better results. Thanks! $\endgroup$
    – harsh99
    Dec 3, 2020 at 10:48

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