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I'm trying to bake the hole and beveled edges of the high poly, but the bake results in either a blank map or a blank map with holes where the UV is. I've tried selecting the high poly first and then the low, setting color space to non-color, adding a cage, tweaking the ray distance and extrusion, matching the high and low poly UVs and shrinkwrapping the low poly. Both are exactly in the same place with rotation and scale applied.

high:high poly

low:low poly

normal map i get:baked normal map

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Give visibility back to the high-poly object (I didn't know it was important for baking the normals). Also, increase a bit the Extrusion value in the Bake panel (something like 0.1).

enter image description here

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  • $\begingroup$ This fixed it! Than you so much for the help! $\endgroup$
    – João
    Nov 19, 2021 at 16:56
  • $\begingroup$ Although the normals look a little flat, is there a trick to make them look deeper or is this just a limitation when working with normal maps? $\endgroup$
    – João
    Nov 19, 2021 at 17:18
  • $\begingroup$ This is a limitation, baking the normals will save the faces orientation, not the depth, it can fake 3D but it is not real 3D $\endgroup$
    – moonboots
    Nov 19, 2021 at 17:23

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