I’m following the Blender Character Creator v2.0 for Video Games Design course on udemy, and just got to the baking section. I’m having some issues with parts of my baked cavity map that look glitched that I can’t find the reason why. I’ve looked around in the forums, Q&A section of Udemy, and reddit, but couldn’t find a solution. I’m currently using blender 2.91.0.
To better illustrate, I will post some images about my meshes and the glitches I’m seeing, and what I have already tried to do to fix it.
Playing around with the Max Ray Distance, Extrusion, Cage, and Cage Extrusion options. Thus far, my best settings were the ones in the baking settings example (Max Ray Distance = 0 and Extrusion >= 1m)
Trying CPU and GPU baking
Deleting the scene light
Tried both Non-color and sRGB for the textures/texture node
Tried 32 float when creating the texture
Looked for inverted normals
And yet, those glitches persist. Does anyone has any idea what the problem might be? Thank you!
It is odd it does not seem to be related to mesh sticking through.
Is the underlying high poly mesh in those areas ‘unsmooth’ so it is baking it as best as it can represent it?
Is it image pixelation? Try a 4k map.
Normals were ok, last I checked, none of them inverted. I’ll try merging by distance. I’m pretty sure no mesh overlap in the UV map as well, since I used the option to separate islands.
Hmm, interesting ideas. I’ll take a look if there is any smoothing issues in those areas, though I’d say there aren’t. I’ll also try a higher res map.
Another thing I did try was creating a cage for the baking (by duplicating the low poly mesh and scaling it alongside the normals), but the results were even worse.
Merging by distance to eliminate issues with the mesh
Redid unwrapping, to guarantee no overlaping UVs
Tried a higher res map (4096x4096)
Tried to smooth those areas in the HP mesh and look for inconsistencies
Tried updating Blender to 2.93
No luck, the glitches persist. One weird thing: in the lecture, Grant performs baking while in Rendered Viewport Shading. If I try baking while in Rendered Viewport Shading, I end up with a all-black texture.
To me, it looks as if the artifact information, picked up by the baking process, comes from a different part of your model.Meaning a face, or faces has a relation to other parts. Which can be
doubles
mesh uv map faces overlapping
different (shared) materials
Also, your high mess has a lot of sculpting accessories (bumps shoulder back). For me these are huge!.
Like if you want to generate the horns on the low res using a bump map without any mesh on the head.
So maybe your low res model just too low res?
Yeah, that is my impression about the artifacts as well. However, I did look for duplicates and overlapping UVs in the Low Poly mesh, but there doesn’t seem to be any. About the materials, I set them individually for both meshes, so I can’t see how there might be any issue in that regard.
There is one last thing I’m looking into which is how the baking process uses disk space to complete. I noticed that when I start baking, it takes plenty of disk space (most likely cacheing something), and since my partition where blender store those intermediate files is quite empty, it might be affecting the baking process somehow. But that is speculation on my part.