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.
1 Answer
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).
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$\begingroup$ This fixed it! Than you so much for the help! $\endgroup$– JoãoNov 19, 2021 at 16:56
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$\begingroup$ 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? $\endgroup$– JoãoNov 19, 2021 at 17:18
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$\begingroup$ 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 $\endgroup$ Nov 19, 2021 at 17:23