Hello Blender 3d artist XD,
I have a problem with baking the high resolution geometry of a dense poly mesh into the normal map texture of a second low poly mesh that was duplicated from the first mesh and then applied with the decimate modifier. The problem is that sometimes it works ok, especially if I model the lower res mesh from scratch, but when I duplicate it from the higher mesh to get the better topology conformation, the baking utility seems to malfunction. It will produce plain solid colors for bakes, even though both meshes are selected, and after following some step by step instructions I found via google.
I also have a problem with a alpha map making a strange artifact, instead of displaying as translucent. The Alpha dial is set below 1.0 and mostly it is translucent, but it looks like the glass is broken.
Here is a .rar of the textures and .blend
Freeman.rar
The alpha mapping problem can be seen in the orange, high resolution glasses, in the lenses. I am trying to make them look good for both a high res mesh for animation, and a low poly version for game programmers and artists hobbyist to work with, both, free of charge. It’s taken me months to do the work I have in the .blend file, and so I’m re-learning a lot of stuff from a long sabbatical from Blender 3d. I like doing art in Blender, and I want to make lots of stuff pre-assembled and configured for animators and game programmers to mess around with. As of yet, I haven’t made compressed versions of any of the .bmp that I’m working with, because I’m making many edits of the high res version still, so expect the extracted file to be about 850 mb.
Thanks for any constructive help or even criticism you maybe able to give, regarding the 2 problems or the art itself.





