I'm just playing around with Cycles, trying to bake a normal map onto a low poly mesh. After a bit of trying, this is the best I could do, however, it's clearly not correct.

Poor UV normal map bake

I'm not 100% sure how to improve it. I've been reading about cages, but after messing about with larger/smaller cages, it didn't seem to make much difference.

Maybe I've UV unwrapped it incorrectly, or perhaps there is something I'm overlooking? I'm still reading up on how to do this properly, however I'm a little confused.

Any input or advice would be greatly appreciated.


Update: Blend file is available here:

  • $\begingroup$ It's a bit difficult to see how are your meshes and from which positions you are running the bake. Could you upload your file? Please use this link to do it: blend-exchange.giantcowfilms.com $\endgroup$
    – lemon
    Commented Mar 20, 2017 at 10:12
  • $\begingroup$ Where is the low poly in your file? Cube.004? $\endgroup$
    – lemon
    Commented Mar 20, 2017 at 10:19
  • $\begingroup$ It is not there: only high poly and a curve $\endgroup$
    – lemon
    Commented Mar 20, 2017 at 10:21
  • $\begingroup$ Let us continue this discussion in chat. $\endgroup$
    – Tony
    Commented Mar 20, 2017 at 10:24
  • $\begingroup$ For me the biggest problem seems to be the mapping. That's where your visible dots at the corner comes from. The form is cylindric, so i would try to map it cylindric. And not flat from above as you tried here. That way the edges of the 3d meesh aligns much better with the pixels fo the 2d texture. $\endgroup$
    – Tiles
    Commented Jun 27, 2018 at 7:42

1 Answer 1


not sure if this will help. However when baking is giving me issues I reset the unwrap with: U then select reset while in edit mode. delete doubles with: w remove doubles in edit mode. Press control N to recalculate normal's in edit mode.Then finally re unwrap using smart project. then bake, it usually fixes any issues I have.


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