Hi guys !
I'm stuck with baking my normal map. I try to bake a text from a font with a bevel and some little corrections.
The normals seems to be ok, the borders are smoothed and the top is perfecty flat and in another smooth group (I think this is useless).
Here are the model and the result :
Anyone have an idea ?
Thank you so much !
Replies
Even if you are, I'd get rid of as much of the huge concave ngons as you can. They won't be helping anything.
@Scruples : I use the exported normals yep. I've also try with the average normal : same problem.
@Farfarer : Ok, so I'll try with less steps.
So, I've changed the steps from 6 to 2, I got quite the same result.
So I've connected all some top verts (not all for testing) like you said AlecMoody, and here are my result :
It is too rounded.
@Scruples : I export with the .3ds format.
@AlecMoody :
It is a test, I'm learning and I try to make the mesh I described here : http://www.polycount.com/forum/showthread.php?t=108215#post1702316.
The entire bake of this model to a low poly is very very weird, I think I'll bake details on flat surface and add them with photoshop, that's why I'm trying this.
I will try what you've said.
Thank you so much !!!
AlecMoody, I have removed the top surface, and here are my result :
This is ... perfect
But, just a question then I set this thread to solved : Is it a good process to bake element separatly to add them on a model normal map with photoshop ?
Thank you thank you thank you thank you !
And details like these are best made in Photoshop, very quick.
edit:quickly traced the interior and applied glow filter and Xnormal height to normal ps plugin, some color banding but it's not bad for these small details.
When you said to make details with phothop, you talk about using the nVidia plugin ? The tutorials never convinced me, maybe I'll try.
@warxsnake: Ok too
Scruples have said that I should use the .obj format.
Thank you