Baking normal maps problem - not all details are baked

I’m baking a normal map, but I’m having a problem with some details that aren’t baked. This is my blender file:chinese roof tile.blend1 (7.7 MB).

I have a couple of questions:
First of all is a normal map the right way to use in this case (later on I want to use the object for animation)?
Secondly is this amount of detail too much? I have read on a site that I have to stick as much as possible to the shape of the low poly mesh is this too much?
And thirdly, why does the normal map work for the front, but not for the side and the back.

I think a normal map is good in this case. Especially if you plan on animating. For your second question, I think if your okay with your low poly model not being accurate in shape to your high poly model, it’s fine. But if you want it to look more like your high poly you may want to re shape it. You may want to add some more loop cuts to make it more accurate. And it seems you have a problem with the normal map having artifacts in the crease of your model. You may want to lower the ray distance so the bottom top of your model dosen’t bake the bump on the bottom side. But if you still can’t get things to look right then you may want to look into using a cage. This video explains things well. Hopefully I helped!

Hi, first of all thank you for responding. I already watch the video from BlenderGuru, it’s a very good video. When I chance the ray distance the details on the front become flat, but the details on the back doesn’t change:
This is my object with a cage:
Does that mean I did something wrong with the cage or is there another reason why my object still has this shape?

You’re wasting everyone’s time with that. You don’t work and troubleshoot by looking at a abstracted/simplified version of the problem, and you’re not looking at thumbnails someone else picked for you.

If you want answers, posting is simple and doesn’t take much time. Use full interface screenshots to help you describe the problem. This is not the part that gives you answers, it’s preparing and uploading an example .blend file

If you need to include images you have on the disk, those can be packed in the .blend in file -> external data -> pack all, or individual images from the UV/image editor. Always enable compress from file -> save as dialog.

People have a tendency to come up with a lot of excuses for not providing the file

  • Can’t upload on the forum: Use something else and link to the file, for example
  • Can’t upload because the file is too big: Compress option, remove irrelevant assets that take a lot of space, remove half or more from the high poly, use upload site that can take bigger files, but always reduce the file to a reasonable size first
  • I don’t want to share my work: No one wants your work, the file is for troubleshooting and communicating, prepare one for that purpose, and don’t expect answers without
  • The file is for work and I can’t share the assets: Prepare another one you can share by reducing/replacing the geometry and replace/remove assets you can’t share.

When the problem can be reproduced with the file, going through the setup and fixing it gives the verified answer of the cause, and access to visuals specific to your problem, instead of wasting time with guesses and looking at cropshots the size of a flea arse.

Hmm, well I’m not sure what to do. I did a test myself and couldn’t get the bottom crease to not render in an undesired way, even with a cage. So I’m not sure what to suggest to you. Maybe if you don’t intend anyone to see the back of the object you can just live with the visual error of the normal map? That’s the only suggestion I have at the moment. Either way I hope you figure something out!

If there is a seam in the shading, the baked normalmap will have it too, so just bevel the edges and set the shading smooth.

Unfortunately but thank you for taking the time.

I will try it out. Hope it helps.

chinese roof tile.blend1 (7.7 MB)

Works as expected here. I packed the UV islands again to give more margin between them, and also made the cage cover both high and low poly geometry completely.

Don’t have the image texture connected in the material setup when you bake, otherwise it creates a dependency cycle.