I’m working on a vintage wooden table asset for a game.
I’ve made a lowpoly model, and then sculpted a highpoly model.
I’ve created procedural a wood material, now I’m trying to bake it from my highpoly model to the lowpoly one.
And here’s a problem.
The highpoly model looks as expected in the viewport preview:
But when I bake the textures onto my lowpoly model, there’s large areas of the texture that are completely flat (the plain brown parts):
I’ve tried playing with:
The Baking Ray Distance setting, and my hihgpoly material, but nothing seems to work.
I thought that maybe it’s a result of lowpoly/highpoly meshes intersecting - but the normals should be completely messed up (green) in such places, not just flat - als othe Ray Discance would affect this and it does not. Also: the “flat areas” seem to not coincide with the mesh overlaps at all.
I’m running Blender 2.80 on Manjaro Linux (right now 2019-07-09 22:45 build, but I’m updating often, hoping that this is a bug that’ll be fixed).
Here’s the full Blender project:
Can anybody reproduce this?
How can I bake the textures properly?
Is it something I’m doing wrong or could this be a software bug?