Normal map still glitching with cage

Hi guys,

I’m having a bit of a problem baking my normal map from high poly to low poly, I have a cage which is way clear of both models but the high poly is bleeding into the low poly and glitching it out, its as though the cage doesn’t exist. I can’t turn off the render for the high poly as its need to bake from so is there a way to fix it?

Thanks in advance

Hi there,

Of course, make sure your cage is big enough. Guess you tried that already.

The other thing is just an idea, really just a reach, but may it be un-applied object scales on either or both of the hi- and low-poly?

I’m not sure, but it may affect how cage size works and the whole vector-normal baking stuff.

No luck on that one. I was considering the size of the object might be a factor because they are very small in game but it will be enlarged in players inventory. Under normal circumstances I would just bake straight to low poly instead of high to low but these guys are so picky.

I see :confused:
Can you not bake the BW (height) map for the high poly first, then simply plug it in as Bump on the low poly? :smile:
Then you add another Bump node for the smaller details, or more, fine tune them, and then bake all these as one normal map.
That would bypass your whole issue I guess :grin:

It’s glitching on all the maps

Rookie mistake, my scales were 1.0001 on my high poly and because I made my low poly by duplicating my high poly model

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Haha, I see! It was a 0.0001 mistake, but I’m 100% happy it’s resolved! :smile:
Happy blending further! :blush:

You don’t think of these things. You take a quick glance, see the 1 at the beginning and think it’s scaled correctly.

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Yes haha :smile: but I’m happy it turned out great! :blush:

Thanks man

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