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benclark
09-21-2006, 08:48 PM
Hi

I am wondering how to bake the normals of an object to a texture using Maya

I am not baking the details from a high res model onto a low res one. I have one single model UV mapped and I want to create a normal map of it so I can add details using the Photoshop filter.

I tried using the ambient occlusion node set to normals(output mode 3) but that just gave me a wierd multi colored map that wasnt a tangent space normal map

can anyone help me on this?

Thanks

Gamedev
09-21-2006, 09:01 PM
you want to just render out lighting information? So you have no hi-rez model and you want to do the normal map in photoshop? Is that it?

benclark
09-21-2006, 09:10 PM
yeah I just have one low res model - no high res

I want to bake the normal information from that low res model to a texture as a base for adding details using Photoshop

any ideas?

eirenicon
09-21-2006, 09:12 PM
No worries, I already did it for you! Here it is:

http://img175.imageshack.us/img175/1702/normalzq2.gif

A normal map derived from a low poly model without a high poly overlay is a blank normal map - after all you aren't actually baking any data. Put your UV map over that and add detail using the Photoshop plugin

benclark
09-21-2006, 09:23 PM
I saw a video once where the guy baked a normal map using one model

benclark
09-21-2006, 09:28 PM
Aaaah wait!

That was a world space normal map. Doh! Thanks for the answer timothy D

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