Hi everyone. I’m having some issues with baking and using the multires modifier. (i’d call this a modelling, not a rendering problem)
Ok, see this image below. Here we have a very angular object that i’ve created. This is the base/final mesh i’ll be using, because of tight poly limits. As you can see, there are noticeable lines where the edges of triangles occur, baked onto the AO texture. I would like the texturing to look smooth, and fake a higher quality than the mesh actually has, because that’s what all the cool kids do, right ?
So here below is the same mesh with a little bit of multires applied, and a new AO texture baked. As you can see it looks much smooother, and there’s no visible lines showing the mesh topology. I like this:
But there’s a big problem. As you can see, multires causes the sharp parts of my mesh to become more smoothed and rounded, (which is good i think) but it also moves vertices around and significantly changes the shape of the mesh. As a result, when i try to apply this new texture to the lower resolution mesh, it looks like this:
All the spikes have black parts at the tip, where there’s no texture because the shape of the UVs was reduced, and the pointy parts taken inwards. This happens even with the smallest possible amount of multires
Any idea what i can do to make this work better, besides manually photoshopping the texture ? All i want is a good texture baked nto a low quality object, which as i understand is a common technique.
is there any way to make blender more accurately preserve the shape of the mesh, while also making it look smoother ?