I created a model and baked the high poly onto the low poly and got decent bevels on the low poly sharp edges as shown in pic 1.
I then started off with the bevel normal map into the principled shader and created a procedural shader with bump nodes added to get the result in pic 2 seen in the material preview viewport.
After I baked the normal map with the procedural nodes to combine the bevel and the bump nodes on the low poly I got the result shown in pic 3 and 4 with the bump details included in the normal map but the bevel diminished. (Baked in 4k sRGB)
I believe the bump detail are breaking the smoothness of the bevel in the normal map as seen in pic 4 but I don't know how to fix it.
Any suggestions would be great.
@jlampel
Pic 1
Pic 2
Pic 3
Pic 4
Hi aamit20052020 ,
I'm no expert on baking, but I think you may need to increase the margin to 32px for a 4k map. This should help eliminate the sharp edge and blend the map between the two faces.
I learnt a lot from @jlampel 's Normal Map Modeling Course . He explains everything really well in this course.
Thanks @adrian2301 , I tried that but the bevel part where it looks like the lighter parts are leaking out is still there.
You said you baked the bevel then added the bump and baked again.
Have you tried adding the bump to the bevel step and baking just once?
I added the material to the high poly and baked the bump + the bevel with geometry onto the low poly. The bevel came out better on the low poly but the normal map looked the same with the leaking light parts. I'm not sure if its correct looking like that or can it be fixed. @adrian2301
Are you looking at these streaks
These are in the margin, if your model looks good I wouldn't worry about those.
I've attached the file in the link. Its a bit messed up because I played around with it but everything's there.
https://drive.google.com/file/d/1iFTOh2ltwR4lPyDADBVEUvX4PcrwTfw3/view?usp=sharing
@jlampel