View Full Version : Normal Map Bake problem
Milkproject 10-28-2011, 03:30 PM Hello fellows artist, please give me some helps over here T_T
:cry:
i am trying to make bake a normal map from high res to my low res model, the it come out with those lines like my uv map T.T anyone know how to fix it? my head are bursting now!
http://i286.photobucket.com/albums/ll99/ourspillow/Untitled-1-1.jpg
:cry: :cry: :cry: :cry: :cry: :cry:
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rexlee0322
11-01-2011, 04:38 PM
Hello fellows artist, please give me some helps over here T_T
:cry:
i am trying to make bake a normal map from high res to my low res model, the it come out with those lines like my uv map T.T anyone know how to fix it? my head are bursting now!
http://i286.photobucket.com/albums/ll99/ourspillow/Untitled-1-1.jpg
:cry: :cry: :cry: :cry: :cry: :cry:
u sure about the black line just along the UV border? I think it's just because you put the UV parts too close to each other.
rexlee0322
11-01-2011, 04:47 PM
i think its just because you put the UV parts to close to each other.
If your low poly mesh has these edges set to hard (different smoothing groups in max terminology) then these polygons would have drastically different normal maps information. In this case you need to break up the UV edges and pull corresponding UV shells apart from each other (there must be a gap in between) so normal map doesn't bleed over from one poly to another. Doesn't need to do that if the edges were set to smooth while baking, however you'd get this gradient look across polygons which is not too nice for hard surface in my opinion.
Remember, smoothing information has to remain the same for baking and displaying the mesh later on. Normal map compensates for your smoothing information of low poly mesh and if you change it after the bake, illusion breaks.
good luck
chummscrubber
03-06-2012, 10:40 PM
If your low poly mesh has these edges set to hard (different smoothing groups in max terminology) then these polygons would have drastically different normal maps information. In this case you need to break up the UV edges and pull corresponding UV shells apart from each other (there must be a gap in between) so normal map doesn't bleed over from one poly to another. Doesn't need to do that if the edges were set to smooth while baking, however you'd get this gradient look across polygons which is not too nice for hard surface in my opinion.
Remember, smoothing information has to remain the same for baking and displaying the mesh later on. Normal map compensates for your smoothing information of low poly mesh and if you change it after the bake, illusion breaks.
good luck
Im having the same problem as the guy above, im using maya so how do i set these edges to smooth? also my uv map shells arent very close to one another and the problem still seems to occur...
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