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This is my low poly hand

enter image description here

and this is my high poly hand

enter image description here

I bake the high poly onto the low poly with uv SAMRT PROJECT and this is the result

enter image description here

Now this is very bad i think . . . i would like to understand if this bad results depends on

  • it's my low poly too bad? Maybe should be more similar to the shape of high poly?
  • it's my normal map? Maybe with the unwrap and mark seam could be better? This is my normal map enter image description here

  • it's my a problem of settings? For the bake i used this one enter image description here

EDIT

After UV SMART PROJECT and BAKING i did these steps:

I add new material and i don't change anything here so settings are

enter image description here

then i go in texture i click on new texture and then i add the image of the baking like that with these settings.

enter image description here

In the end in order to see the render i go on object mode - shading - GLSL then i use Ctrl + z

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    $\begingroup$ What is the size of your image that you are baking to? I think you should try doubling this, and try baking again. (eg. 800x600 > 1600x1200). $\endgroup$
    – Rick Riggs
    Commented Feb 29, 2016 at 16:05
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    $\begingroup$ What are the settings of normal map assigning to the model ? $\endgroup$
    – Mr Zak
    Commented Feb 29, 2016 at 16:22
  • $\begingroup$ Im using 1024 * 1024 @Rick Riggs $\endgroup$
    – Fuboski
    Commented Feb 29, 2016 at 16:38
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    $\begingroup$ I personally would lean toward focusing on my UV map & Seams (Which I think you already feel is the right answer). One variation to this though from my humble opinion, is that I would try to take it limb by limb, in terms of creating & mapping separate objects (also split front and back - You don't have to physically separate you can use vert groups). This would allow you to do most of your work through visual alignment in the viewport, then project from view. The reason for also splitting the limb front and back, would be so you don't project the top of your hand to the palm, etc... $\endgroup$
    – Rick Riggs
    Commented Feb 29, 2016 at 16:59
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    $\begingroup$ Yes now it is. The one problem which I can see is with mesh - its topology. It's not good in several areas, e.g. between fingers, between big finger and arm, probably not everything is visible. There are non-planar faces, ngons etc, which will lead to bad shading of mesh. Another thing - to increase amount of normal map effect increase Bias a bit $\endgroup$
    – Mr Zak
    Commented Feb 29, 2016 at 22:42

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