I’m fairly new to Blender / Game Engine asset creation. I’m trying to figure out the best workflow to model and export a cloth simulated asset to Unreal Engine 4, particularly a Curtain mesh.
I’ve modeled it using Blender Cloth Simulation and I’m trying to bake the hi-poly details into a lower poly mesh, but I’m getting weird artifacts in my normal maps. I just can’t get away with a clean baked normal map. I’ve tried messing with Extrusion and Max Ray Distance in Cycles, tried also baking it with a Cage setup. Tried Shrinkwrap the Low Poly mesh to the Hi Poly mesh, also no results improving the bake quality.
Tried modeling the Low Poly version in different ways. In the picture it’s just the Hi-Poly with no Subdivision Modifier.
low-poly mesh UV and Material Node setup
baked normal map and cycles settings
My question is if there is a better workflow to model and export this kind of cloth simulation as low-poly mesh to game engines. Maybe I’m missing something here, I would appreciate if someone could point me to some mistakes in this process. Thanks!