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3:59 PM
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A: Blender Normal baking with & without cage not working

moonbootsFirst apply the scale, and lower down the bake Extrusion value down to 0.1 (more in your last version). Now you need to select your low-poly object, right click > Shade Smooth, also in the Object Data panel > Normals > Auto Smooth. Select the high-poly, shift select the low-poly, bake. Lower the ...

 
Thanks but still a similar issue. It's a little better but no real difference
 
mmh it fixes the problem for me, could you please share your file again, with all the changes you've made?
 
May you send a screenshot of what your result is first just to see what the fix does on your side?
Here is my file with the changes applied blend-exchange.com/b/2992gjSS
 
Yes it works fine for me with your current file, I've edited my answer, you also need to apply the scale and invert the normals even though this was not the problem here, maybe you've have skipped a step, or try with another version of Blender?
Are you talking about the high-poly Subdivision Surface modifier? No, I didn't, it wouldn't change anything
By the way your new low-poly is much smaller now so you need to either adjust the scales of your cans in Edit mode or increase the Extrusion value, but it is still not the problem here
 
May you share your fixed version. Also what version are you using?
Is that photo of the high poly or low poly mesh. Because on the download the ridges/divits look nowhere near as realistic as my viewport, even in render mode
 
3:59 PM
it's a picture of the low-poly with the normal map, I've shared the file
 
what version of blender are you on?
 
3.1 but it should work with whatever version
have you downloaded the file?
 
Yes
I've attached the photo of the donwload in my question
 
I don't have 2.91 but here is the result with 2.92, seems ok to me: zupimages.net/up/22/15/88m0.jpg
 
Maybe it's just my eyes but the later version looks better
more realistic
Compare this with your 2.92 version i.stack.imgur.com/HwjIZ.jpg
 
4:14 PM
I don't see a big difference but maybe, but anyway it seems to work on the last image you share, no?
 
Yeah. I guess I cant seem to achieve a realistic result that looks very similar to the high poly version
maybe if I add it to unity it'll look better
 
you got rid of the vertical lines (at least I can't see them anymore on my computer), for the top lid you can't have as much 3D relief as on the high-poly
 
Is there a way I can get a better look for the top og the can
should I just extrude a bit out of the top
then re-bake with the new uv's
 
the line you show may be due to the Terminator effect, in that case you can increase the light size to see if it disappears
 
Which line are you refering to?
 
4:23 PM
oops you're right I didn't show the right object, I'll edit my answer
were you not bothered by this line? zupimages.net/up/22/15/0h9q.jpg
 
Ok, I see you have achieved the same result as me. Is there a way I can make the top ridge stick out more. As metioned previously, should I extrude out a region for the ridge at the top of the can? and the line is the uv seam I believe
 
actually you should simply model the extrusion, normal map has a limited effect, it can only fake 3D to a certain extent, plus I see that your object is not as low-poly as it could be, so you should not worry too much about adding several edges
 
Oh, how many polygons do you think should be used in a game space (for a pro) it'll work as a health potion which the player will see quite alot. Do you think that this is too many polygons for this kind of asset?
 
I have no idea, I've tried to remove one out of 2 of these vertical edges but then you begin to see angles, so it may not be what you want
 
No worry's you've helped me enough LOL. No need to do anything else unless you want. Thanks alot for the support!
 
4:35 PM
maybe you should just create an inset then extrude down? it will add a bit or realism: zupimages.net/up/22/15/wyjq.jpg
 
Good Idea. But really I want to get that overhang, I think It really creates a nice effect look zupimages.net/viewer.php?id=22/15/69vq.png. Do you think I should do the iset and this for maximum realism or will it be too intensive on the poly count?
 
hard to tell, if what you've done looks good, then go for it I guess ;)
 
cool thanks. If you make any major breakthrough and create 'qauntum displacement' or something to create virtual polygons please inform me. I will leave an easter egg on the label of this can for you in my game. Thanks alot!
 
ah ah ok ;)
 
5:02 PM
Sorry to disturb you again. I have another issue I added some more to the mesh and the bake isn't working again. Here is the issue blend-exchange.com/b/N8VogLzE. It is not baking all details and there is errors.
If you manage to fix please share on blend exchange, sorry fo hassling you im not good at texture baking :(
 

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