So long story short, I'm trying to make a high poly from a low poly, add textures & materials to it, and then bake it out on the low poly for applying Normal/Diffuse/AO/Emission maps to an existing item (model) in a game called Rust (built in Unity).
As a test, I took the default cube, added a torus to it's top face and joined it (CTL-J). I then baked a normal map and a diffuse texture. While close, it's not quite right as some of the extra faces I've applied a material are not coming through. Everything else is looking good-ish. I'm getting my normals close.
My question is, and I have an associated blend file, what am I doing wrong as the diffuse map doesn't include all of the faces? I have in the high poly when baked to low poly.
These are default meshes from blender, so the UV's have been set, though I did unwrap the low poly cube via smart UV project.
As you can see, the low poly diffuse is short a few faces and the normal doesn't quite get everything. It's like I'm off by a little. Should I not use cage? I'm not sure what's wrong with my process.
So the money question is, how do I get the same results from my high-poly to line up with the low-poly. (Note: this is for a game asset in Unity that I don't have the liberty of modifying).
Should I be using a cage here? Or setting the max ray distance to 1m? Any thoughts or suggestions would be greatly appreciated.
Still new and learning, thanks for your time.
P.S. I do know that usually you make a low poly from high poly, but in this case, I can't modify the low poly and I'm trying to fake lighting via maps, and applying textures and materials for diffuse and emission. Just not sure what to do here?
High poly with some faces set with a different base color material:
Here's the low-poly with normal from high->low bake applied as well as the diffuse providing the color data to the principled shader:
Here's the blend file: https://pasteall.org/blend/a396643f5e84404ba32f8e1837d5ea43