Testing the High-Poly to Low-Poly Baking Workflow for the Fire Hydrant Asset
I continued working on the fire hydrant prop, focusing on preparing it for a game-ready workflow. This asset is intended to support an abandoned suburban setting and contribute to the wider visual language of age, neglect, and environmental decay.
After completing both the high-poly and low-poly versions of the model, I began testing the baking process. The aim of this stage was to transfer surface information from the high-poly mesh onto the optimised low-poly version. This allows the asset to retain visual detail while remaining suitable for real-time use in Unreal Engine 5.
During the baking process, I encountered several visible seam issues in the normal map. These seams appeared across parts of the cylindrical body and around some of the curved areas. The issue was especially noticeable where the baked normal information created a visible split in the surface shading. Although the model itself was readable, the baking result was not clean enough for final use.
This problem highlighted the importance of preparing the low-poly mesh correctly before baking. Normal-map seams can be caused by several factors, including UV layout, smoothing, hard edges, cage distance, projection errors, or misalignment between the high-poly and low-poly meshes. Because the fire hydrant contains many rounded forms, caps, bevels, and cylindrical shapes, even small baking errors become highly visible.
At this stage, I am treating the bake as a technical test rather than a finished result. My next step will be to review the UV seams, check the mesh normals, adjust the cage or baking distance, and make sure the high-poly and low-poly models align correctly. I will also test whether the low-poly mesh needs slightly more geometry in key curved areas to reduce faceted shading.
This process has shown that creating a game-ready asset is not only about modelling the object, but also about controlling how detail is transferred during optimisation. The baking stage is critical because it directly affects the final texture quality and how believable the asset will appear in the real-time environment. Next Step: I will troubleshoot the normal-map seams by checking the UV layout, mesh normals, smoothing, and baking settings before moving into texturing.













