Good evening!

I've looked at other similar topics but none resolved my issue.

The problem is corners after baking normals and applying them to a mesh.

Both cubes have same amount of bevel. I have subdivided only 5 large square faces and sculpted them for the High res. cube.

Unwraped with smart UV

What could be the problem?



  • $\begingroup$ Problem looks similar to this: blender.stackexchange.com/questions/53025/… But the normal is already non-color. $\endgroup$
    – Ignac
    Nov 28 '16 at 19:41
  • $\begingroup$ Try increasing Margin in the Bake options for normal map (if it wasn't already). $\endgroup$
    – Mr Zak
    Nov 28 '16 at 20:27
  • $\begingroup$ Tried margin of 0, 3, 16, 64 .. Doesn't help.. $\endgroup$
    – Ignac
    Nov 28 '16 at 20:36
  • $\begingroup$ Does the mesh have doubles / any not expected geometry ? Also make sure that UV map islands don't intersect and have enough space between them. Maybe upload it and add a link here $\endgroup$
    – Mr Zak
    Nov 28 '16 at 20:59
  • $\begingroup$ @Mr Zak Thanks for Your time! Here is the project: <img src="http://blend-exchange.giantcowfilms.com/embedImage.png?bid=2316" /> $\endgroup$
    – Ignac
    Nov 28 '16 at 21:08

The problem are the ngons with 124 vertices/edges on the high res cube.

124 verts ngon

Adding a triangulate modifier to the cube solves that issue.

Also, the front and bottom faces of the low res cube are overlapped in the UV, so you should unwrap it again.


Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.