How do i go about creating a high poly mesh from a low poly mesh, in order to get a good normal bake?
I tried to create a high poly mesh from the low poly, by adding a subdivision surface modifier to a duplicate of the low poly mesh (creating a higher poly mesh), but i’m getting a “wavy” texture. The mesh is also wavy.
(ignore the overlapping artifacts - i can fix those with ray distance)
here’s a before and after of the subdivider applied to the mesh:
Turned on Smooth Shading, faces are triangles, what’s happening to the mesh?
Normally, you’d be making a low poly out of a high poly, not the other way around.
Here, the main issue is that your mesh is triangulated, and subsurf doesn’t work great on triangles. It works great on quads.
You may also have some custom normals on your “low poly”. I’m not sure how subsurfing + baking is going to interact with those, but you probably don’t want to be using them. In properties/object data/geometry, click clear custom split normals.