Blender refusing to bake the normals of the most basic thing ever?

Why thooooooooooo
It is literally JUST a couple of slits. The shape couldn’t be more basic. I’ve tried playing around with cages, with the mesh size, and with the ray distance & cage extrusion. Nothing. This program always manages to start petty little issues, no matter how simple the project… it cant even bake slits without artifacts

Do you want help, or do you just wanna pout?

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both, obviously

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ok, pouting done, onto the help part

Can you share your file?

or a screenshot of your uv unwrap and the topology of your model?

alright, here it is
thing.blend (1005.1 KB)

it looks like some control loops above and below your slits in your hipoly model would help.

you mean loopcuts?

Yeah. It might help removing some of the loopcuts inside your slit too, there’s a lot of tiny faces in there that are making the bake a little noisy

I tried this, but it just came out worse (and the artifacts are still there)

Well… the most basic thing ever is to know what you are doing. Normal maps are used to fake some more details… you have too much detail which will bundle up in just 7 pixels (the by far to steep angle almost only in 1px also having your UVs not absolutly rectangular meaning some shift in Y makeing a sloped line which leads to this disturbed “blink”) and also used an inappropriate topology with 90 degree angles…

This just couldn’t work…

:person_shrugging:

You would be better of to just make some simple lines maybe blur them and convert it to a normal map like so:

You may also research something like:

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thankyou for this in depth response. i hadn’t realized that 90 deg angles would be this much of a problem. the whole thing seemed relatively simple to me. i had figured that just drawing my own lines might be my only option.