XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : normal maps issue

07-05-2010, 07:30 PM
Hi Guys! I've a very simple 8 sides cylinder and his hi-res version...as you can see in the next image his uv map is pretty standard and all the egdes (besides the border ones) are soft:


as you can see in the next picture, the resulting normal map on the edge of the low-res cylinder looks quite weird (I checked the normals too, but they are ok):


any explanation for this behaviour? thanks in advance for any help ;-)


07-05-2010, 10:33 PM
That's completely normal. When you render the normal map you use a cage from the low poly and send rays to calculate the orientation of the hi poly. Here you can see that you're low poly has not the same subdivisions as your high poly, so the cage is too different.

If you want to have a bevel on your low poly, just duplicate your low poly and bevel it, then use it as your high poly model to render the normal map.

Like this:http://www.wearedots.com/trash/normal_explanation.jpg

07-06-2010, 10:47 AM
ok, thanks a lot for your very useful reply ;-)


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07-06-2010, 10:47 AM
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