Learning normal map baking gone wrong, help?

Learning normal map baking gone wrong, help?

Anonymous
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Learning normal map baking gone wrong, help?

Anonymous
Not applicable

Hello!

I am trying to teach myself normal map baking and have been following this tutorial: http://www.chrisalbeluhn.com/Normal_Map_Tutorial.html

I am using a basic cube, and the "high poly" version only has chamfered edges just to give me something simple to try and grasp the concept. After following the tutorial to the letter, attached is the normal map I got.....there are also errors when rendering like being able to see that line that splits the sides. Any idea what I did wrong or how to fix this?

Thanks for any input!!boxnorm.jpg

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jmbraley
Observer
Observer

Honestly, I would recommend using another program such as Marmoset or xNormal to bake your normal maps. It'll save yourself a lot of time and stress. For xNormal you would have your low poly, your high poly and your cage and plug them all in where they belong and then just select your resolution and which maps you want to bake and you're done. It really makes it simple and quick.

 

xNormal Tutorials:

http://docs.cryengine.com/display/SDKDOC2/Ambient+Occlusion+and+Normal+map+bake+using+Xnormal

 

Marmoset Tutorials:

https://www.marmoset.co/posts/toolbag-baking-tutorial/

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jmbraley
Observer
Observer

oops, removed the double post.

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Fadhil_Farook
Collaborator
Collaborator

Do you have ngons in your mesh? Both High poly and low poly must have proper topology for baking. Also, I think your projection cage (if you're using a projection) is too close or is touching the surface of the low poly, and that's why you get the red spots. As for the line, you should check your topology. Chamfering can create triangles and ngons depending on the iterations. Triangles are fine, but ngons are problematic.

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