I'm new to baking normal's and need some direction on how to fix this crap? It's a simple mesh and shouldn't be have this problem.I have already done theses things.1. Soften all edges for my low poly, Didn't work.2. Average all my edges, Didn't work.3. Added curve added like a guide suggested, Still didn't work.4. Read just about every topic and guide that i can get my hands on, Still hasn't offered insight on how to fix this!!5. Adjusted the cage for optimional ray distribution still hasn't worked.6. Redone, Adjusted and created new models and UV's, nothing..I have read the guides, Watch videos but none of them explain any techniques on how to fix this.Could someone please tell me what's wrong!
>>522729Not a fucking clue, I've tried asking around for advice on normal's before and people just reply with nonsense.No one here knows how normal's work and neither do i.
>not posting uvs
>>522733Think before you post.
>>522733Alright. Let me just redo the UV's and bake a new map.
>>522729There you go.
what the fuck are you doing?are you baking a cylinder on a cylinder? if you want people to help you give us an explanation on what it is you are trying to do
>>522740Well, I'm baking a high poly cylinder onto a low poly cylinder as a test.I'm trying to resolve wavy lines on test models before i go ahead and do more important things.
>>522742Those are some simple UV's he has there.
>>522750that's not possible because normal maps only project detail on the face of a mesh, the smoothing groups and shading remains the same, so its literally not possible.
Show screen shots of these things:The mesh providing the normalsThe mesh you're trying to bake the normals on toThe settings you're using to bake the normals.If memory serves there is a "smooth UVs" option in the transfer maps settings. You'll need to uncheck that because your mesh is too low poly for it to be helpful.
>>522729Normal maps don't effect the silhouette. The only way to bake a cleaner normal map is to add more edges to the cylinder.
>>522772That's everything you wanted, right?If that's not enough here's the model.https://drive.google.com/open?id=0Bzdm5gy7aeModnZxcHFaNF9YT1k
>>522875>>522875Huh, He supplied the model.
>>522729>>522737>>522738>>522739>>522875Right OP have you looked at this?http://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-mapAlso here's my version of your cyclinder. It doesn't complete eliminate waviness but it's better. Note how the end of the cyclinder is a cap so the normals are mapping across the bevel rather than in isolation. Same for the middle groove it needs to be part of the cyclinder body so you get the edge effect. I have mirrored my cyclinder on the Z axis so you can see more of the normal map detail. The red lines are the seams for the UV map.
>>522911Extra shot so you can see the UV map.
>>522875yes it is. I'm not seeing the problem I was expecting but I think the problem might be simpler still.Do you have "border edges" turned on in your display>polygon settings? If so then those thick green edges are breaks in geometry right? You'll want to merge those edges because the search envelope is going to search through one set of geo, reach the end, stop, then start again on the next one. And if they over lap then they just write over whatever was already there. With a continuous geometry the search will glide over those corners and write only the most appropriate normal information.Another thing though is that you're baking the normals of a 16 sided cylinder onto an 8 sided cylinder. The best possible results will look identical to Normal>Smooth Normals. What are you trying to achieve with this project? Are you just practicing? Even if you are, try smoothing your input mesh a couple times and then fuck it up with the sculpt geometry tool. That will give you more interesting details to bake.
>>522886well it seems he really would like some help and isnt worried about anyone stealing his cylinders.
>>522875i DLed your model and i see that those are not geo border edges but UV border edges. Just remake your Uvs so that all the horizontal faces are one continuous shell and only the caps are separate like in >>522912
>>522954Why would they?
>>522729It looks like you need a cage, but i don't know how to make them.So i can't tell you.