What’s the best way to bake a grid of cubes on to a plane? I’m trying to make my own tiled floor. Here’s an example:
The grid is made out of smaller beveled cubes…
When I tried to bake the first time, I got a yellow result, so I figured: the normals are inverted. I flipped the normals, got a blue result but no geometry. So I flipped the grid 180 degrees and finally got blue geometry, but I’m not satisfied with the results. These are screenshots of the results, normal map, and bake properties.
Is there a better way or am I too picky with my results? I’d like to bake out proper normals so I can texture the floor with my own style instead of downloading textures from a site.