Hi Everyone -
I am having some trouble trying to bake normals for a wall I am using in a game. I have been using this technique for the ceiling and floors (which are basically series of planes or a plane with one inset face). For the walls, I have created a low poly version with some basic geometry:
And a high poly with added details:
To bake these in blender I unwrapped the low poly version and added a uv texture, for my bake settings I have normal map selected and am using a distance of 400 and a bias of 1.
I have attached the baked out results. Basically no matter what I do to the distance and bias I am still getting some artifacts (like the vertical lines not being perfectly straight) and some details are not clear at all (like the bolts). The uv texture is 2048x2048.
I am wondering, should I split it up to get the details to show up better? I guess the main difference between this wall and the ceiling/floor textures is the size but it isn’t that large. Maybe it is a simple setting issue or something
Thank you for your help/time!