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This is a half Blender/half XNormal question. I'm having difficulty with baking cylindrical surfaces. I'm trying to bake normals and occlusion for the twisted top edging of a wicker basket. Here is the high poly:

enter image description here

The low poly on top:

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And the fantastic result:

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How can I get a better bake with a shape like this?

I used the shrink wrap modifier which increased the vertex count too much and the result was equally awful:

enter image description here

Here is a link to a blend file with the shrink wrapped low poly model and the high poly twist model:

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    $\begingroup$ I do recommend you upload a portion of the .blend file for inspection. you can use this link to upload your file blend-exchange.giantcowfilms.com $\endgroup$
    – hawkenfox
    Jan 8, 2016 at 8:38
  • $\begingroup$ Thanks for the heads-up on that one. I've updated the post with the link. $\endgroup$ Jan 8, 2016 at 10:52
  • $\begingroup$ Try using smooth shading on the low-poly object. $\endgroup$
    – PGmath
    Jan 8, 2016 at 15:04

1 Answer 1

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Will this old method work for you ... using a prerendered hemisphere normal texture.

Basically I have attached a shadeless material of a normal rendering of a hemisphere. You will find the image packed in the blend file. Using a orthographic camera I render from the top view of the model. Also I have replaced the color of the background to a flat normal color which is (R0.5,G0.5,B1.0)

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This is where you change the background color under the world tab on the properties panel.

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Hit the render button on the Render panel and you should get this result.

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Let me know if you have further queries.

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