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I did a retopo of my sculpt and now wanted to bake a normal map using Blenders bake feature. I created a cage mesh by scaling the retopo up along its normals and then fixing some issues of overlapping topology in sculped mode. In the viewport is the result of a bake with these exact same settings, if I preview the normal map node everything is black. Only the Lowpoly and Cage meshes are UV unwrapped using smart uv project. Could anybody help me out here, I already tried backing with different combinations of Cage extrusions ( with the Cage option of) and Max Ray Distances but nothing seems to work. What am I missing? enter image description here

Thanks for your help

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  • $\begingroup$ hello, please share your file (with the high poly and the low poly): pasteall.org/blend $\endgroup$
    – moonboots
    Oct 6, 2021 at 8:25
  • $\begingroup$ Excuse me for using Google Drive but Blend-Exchange nor pasteall did due to the file size not work. drive.google.com/file/d/1Q55h3dp98P4wMM7hZIFLeXvc6R7_xZZ5/… $\endgroup$
    – Phönix 64
    Oct 6, 2021 at 12:19
  • $\begingroup$ that's weird it seems to work fine here: zupimages.net/up/21/40/zlwy.jpg ... have you selected the high poly, shift selected the low poly, then Bake? $\endgroup$
    – moonboots
    Oct 6, 2021 at 12:54
  • $\begingroup$ also maybe try with another Blender version $\endgroup$
    – moonboots
    Oct 6, 2021 at 13:03
  • $\begingroup$ shouldnt it be the other way around First electing the lowpoly and then shift selecting the highpoly, because wen I do it as you mentioned it complains about missing uvs $\endgroup$
    – Phönix 64
    Oct 6, 2021 at 13:03

1 Answer 1

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Problem Solved by Backing in a new blend file, I suspect that I somehow messed up the render settings

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