Baking artifacts I cant trace or resolve

Issue: When baking From High to Low poly I get seemingly nonsensical artifacts and Normal Map orientation
2026-03-17T07:00:00Z

I’m making train doors and was able to bake one perfectly, but after modifying the door and trying again I’m met giant Normal errors across the entire model and the maps themselves don’t match the UV’s or really make any sense at all, I’ve Looked through some forum posts but most don’t share my issue.

Things I’ve tried:
-Resetting and also averaging normals
-Changing and also completely redoing some of the relevant topology
-Increasing the Island Margin on the UV’s
-Deleting and remaking the High Poly fresh by duplicating the Low Poly
-Deleting and Remaking InstaMAT projects
-Adjusting Super sampling, resolution, and bake device from CPU to GPU, changing the Image File Format Extension, and trying both higher and lower Outwards and Inwards Ray lengths

  • both applying modifiers in blender and leaving them
    -applying all transforms
    -moving model to be center of the world origin

with all of this the artifacts are not always the same, but share the same type of issue, weirdly placed and facing normals, some appear to stretch, bunch and ripple. all of this is very confusing to me.

In the video I start by showing the Successful train door and then go and try to bake the new one, then i end showing some of the low poly topology and UVs
(Sorry about the YT video I couldn’t upload straight to the forum)

Hello @Oalofa and welcome to our community!

Thanks for sharing your detailed explanation of the baking behavior you are experiencing.

Would you be able to share the high and low poly meshes for us to test internally?

I see that you also mentioned this on our Discord server. Feel free to continue the discussion in either place. However, I’d suggest continuing it here so that others can easily find it.

Thanks!

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Hello, thank you!
I’ve had to upload as a ZIP for the forum, but they are available as just FBX in the discord for anyone that wants to take a look.
CabinDoorFBX.zip (74.9 KB)

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The FBX export from blender had incorrect UVs, correcting them inside InstaMAT worked perfectly


Thank you @debe

I’m disappointed with how simple the issue was, and that I never tried the copy to a new file trick. I’m still unsure if the Broken UV’s were user error or a Blender bug since taking the same steps I usually do in the new file output correct results.

I am thankful though for this new trick and for your help.

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Glad it’s resolved. Not sure if Blender issue or not, but fortunately easily fixable inside MAT. :slight_smile:

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