How do I avoid this with my normal maps:
I know you are suppose to make normal maps from a high poly model ( which I do not have right now ) so that might be part of the issue. The second issue is that I have a diffuse map and this model only. How to solve this, without me having to go in manually and color over the edges!! :P thanks for any advice you can offer
Diffuse Map:
Normal Map:
Replies
That isn't really how normal maps work. A normal map needs to take into account the vert normals of the lowpoly when being baked. You have no way of taking into account your lowpoly vert normals by simply trying to convert your diffuse into normal map.
I don't think there is a way to hack a normal map onto the model to get it to shade properly without making a proper highpoly.
Also normal map is uv dependent, so colors might be completly different at eash side of a uv seam. There is actually no way to paint normal maps in a 2d software besides of a flat plane.
The clean way is to make an high poly version and sculpt it.
One dirty way could be to put your diffuse as bump and bake a normal map from it . That would give you some sort of relief with no seams i guess.
You would probably spend less time if you sculpted a high poly and baked that down vs all the time it will take you to accurately paint a height map, and then hack that into a working normal map.
A baked normal map will replace the mesh normals of the lowpoly, with a painted bump converted normal map you're always going to have smoothing issues, and likely seams and other problems.