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Normal map woes - how the hell do I fix these normals

Hi. I have an old assignment in my backlog where I need to do a low-poly potted plant (how terribly exciting.)

I thought I had a good grasp on normal mapping but evidently not as this bloody pot is fucking with my brain.

I modeled the HP & LP in modo and tried to bake there. The results where not good, so I thought this might be to modo baking being a bit wonky sometimes. But nope.

So I loaded up xNormal and I can't get it to work there either, with or without cage.

Here's my LP (aren't you in awe now?):
b59fe243f8adbbb6dc07c1d541be7a52.png?1340841151

Black wires are the HP. Here is the HP smooth shaded:

7b6abf1b2a9a8f20865f70e5452404b2.png?1340841396

And the lamentable result I got from xNormal. Highlighted is the troublesome top part of the pot. I understand why the middle part is trying to smooth itself round, but the rest puzzles me:
9f2238d223c6a6258f0b5471833fc5fb.png

I know my vertex normals are afoul here, but even so no combination of values gives me a good result. Tried making the "hard edges" hard and so forth.

All this leads me to believe I might need to bevel some edges, but I need guidance as I don't really know where. My own attempts sucked.

OGL view in modo:
71f146ac24c5b6e4d4e98171e95018a1.png?1340842496

Replies

  • poopipe
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    poopipe grand marshal polycounter
    you need more loops generally. look at the normal smoothing on the low poly , that is what it bases normal projection on when you bake and should give you an idea of where to add supporting geometry
  • skurmedel
    Ok thanks. It got better but it seems like I need more edges on the cylinder itself... I've already hit the polygon budget though with my leaves.

    Sigh, it looks better without normal maps on the pot.
  • Ace-Angel
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    Ace-Angel polycounter lvl 12
    Break them up by UV groups. Basically, anything that looks like it has a steep angle, make it have it's own 'strip' in the UV's, broken from everything else.

    Then, make that strip have it's own smoothing/hardness/softness group, and bake it from there.

    BTW, I have no idea what Tangents Modo uses, so I have no idea if what I said will help in the bakes look better.
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