Mesh transparency issue after baking

hey all. My low poly from blender and UV aswell. afte baking my normal map some parts of the model have kinda transparent quads on them (handle ,blade) in this example . im stuck with this issue …Why does it happen? if anyone knows how to get rid of it, please .

I would guess: normals… (check them with Overlays → Face Orientation)

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Face Orientation is ok actually

Do you have overlapping geometry?

Maybe if you show the UV’s someone could correlate the strange pattern better ?? I thought the right part at thr normal map is the hilt but can’t really see/notice the blade itself.

May it happen because the light cant bounce from high enough? Maybe increase that cage size thingie?

Hmm as far as i recognize this the normals of the blade (in blue?) aren’t the problem…


actually i was trying to rebake and change uv a bit, but its getting worse))

low poly sword1.fbx (2.4 MB)
this is my model , if u dont mind could u take a look ?

i dont think so , my uv is ugly i ve made it real quick but there is no overlapping there , i guess)

I’m a bit confused: your fbx is a lowpoly sword with a higher poly rope mesh (which does have a normal map…not include but what for… same with leather at hilt) and a beziercurve as metal inlays (or whatever) with no material at all and you want what??? Usually someone wants to bake from a high poly to a low poly to fake the high poly with a normal map… you do nothing of this here or have nothing for this here (and why and fbx ??).
By the way what program is this you are showing screenshot from?

Oh maybe i get it you want to use the beziercurve (which is converted to mesh and triangulated) to carve out something from the blade?? Then i would suggest to use tris to quads and select the upper part like so:

delete it and… :thinking: i’m stuck… (last time baking normals was …) bake with selected to active … but this gives… okay i just cut of the upper inlay:

The lower on is… :thinking: well seems to work also … in a way…
(I think i need a break.)

thx for answer) .its just a low poly, i also v gota high poly) but its 700mb size)), cant send it here.
i decided to decimate % of poly of my high model , it was around 18millions ( now its a bit less) , and after rebake again.
so now it looks way better… but not without glitches…


i think i should rework my low poly and unwrap it properly , innt?

I think that was your problem when exporting to Toolbag… As an FBX it will be one object with all the individual meshes…the UV, therefore, is overlapping all over…when the normals were baked all of those overlaps will really mess things up…

I couldn’t do anything without the High-Poly to Bake from … but if you take your LP sword select all and look at the UV you will see what I mean…you need to select all the LP and PACK the islands…then regardless, the Normal Maps or any other baked maps will select the proper position and not overlap…


and in Toolbag…

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thx for attention to my post).
did you unwrap the model by yourself? could u send here jsut to take a look with your way uv
i think my bad is that i have to make uv properly . actually its quite difficult to unwarp parts like tape or rope cuz it takes too much space on map
btw i can upload hp model if you dont mind ?)

You need to hit REPLY under the post you are responding to or we will never know you responded to us…
If you want you can send the saved BLEND file with the High and Low poly meshes…don’t need anything else…you might have to use an external site like Mediafire or Pasteall.org if it is too large for BA…
LP-Sword-02.fbx (2.4 MB)

ok.
thx a lot mate . i think i ve realized my mistakes a bit and i v got a normal… but still has issues. so i ll upload my files now and could u check it and give some advices how to fix these glitches on screenshot(with AO i ve also issues…)

this is the link. take a look ,please
https://www.mediafire.com/file/2j9sbmcs9kx0wfo/betasword.zip/file

That mesh is far too dense for my old computer to handle…I did get a look at the High and the Low, you Low poly intersects far too much with the high poly…did you copy and decimate to get the Low poly? I would HIGHLY suggest you use REtopology and make the New Lowpoly using any of the retopo tools available so that the Lowpoly is just outside the Highpoly everywhere! That should get rid of the artifacts that you see now…

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thank you i ll try
first , the low poly was created and after that using this low poly i get the highcopy)

and actually does it make any sense? i mean that the lowpoly should be outside if we have got cage and use it anyway

I got …you created the High from the Low…

??? There was no cage in the file you sent…personally I would not use a cage and just map selected to active…

it depends on program you are using , actually i didnt bake it in blender ,in marmose there is a cage by default, anyway)