So I've been working on a stylized game character with the purpose of learning as much as possible about the technical aspect of character development and I've reached a point where I'd start baking normal maps, namely the dead end.
First let me share brief details about the character. Max poly budget - 7k triangles ( I got about 6900 or so). 1 texture map for everything. Here is the actual high and low poly.
![](https://uploads.gamedev.net/forums/monthly_2022_09/medium.888103dabf3a4a79a9e285619b69d4c5.high-poly.webp)
![](https://uploads.gamedev.net/forums/monthly_2022_09/medium.d6e96c9eed0a426abe9ea32f65440a08.uvs.webp)
And this is where I fail somehow and I'd truly appreciate if anybody helps out:
![](https://uploads.gamedev.net/forums/monthly_2022_09/medium.1e4a47a421f74ae1b3a7a8ceab77c84d.1.webp)
![](https://uploads.gamedev.net/forums/monthly_2022_09/ac6bec6bcfb5475b8dfa2ef5ee790e55.1.jpg)
![](https://uploads.gamedev.net/forums/monthly_2022_09/medium.709fb6adff9e4f5bbf3565611525b955.2.webp)
![](https://uploads.gamedev.net/forums/monthly_2022_09/medium.ccfa3c0080594a538c63373f0cdd2c85.2.webp)
![](https://uploads.gamedev.net/forums/monthly_2022_09/medium.e92d62da67cd4523a28696aaa07fcc16.3.webp)
![](https://uploads.gamedev.net/forums/monthly_2022_09/medium.a829c32f7d0043e88131aad8d27b5d26.4.webp)
![](https://uploads.gamedev.net/forums/monthly_2022_09/medium.f599578d50934b8ead0598c549061afd.5.webp)
My baker is Marmoset Toolbag, by the way.
So I tried to adjust the cage, added support geometry and yet I still get with that awful waviness. Nor to mention, the nails of the character are barely visible, considering that the map is 2k.
What do you guys think?