Hey Guys,
I'm toying around with the baking high poly to low poly pipeline, and I must admit I am rather green at it. I followed a short video on the process on youtube, but the result I'm getting doesn't look right. I have attached images of the result I'm looking for, and what I am actually getting. What I'm trying to do is create a crate full of fruit for a in game model this was the cheapest way I could think of without wasting resources. Hope you guys can help.
Thanks
Replies
What you need to understand is that a normal map doesn't actually add more polygons or rounder shapes or anything. What it does is look at a part of your highpoly, check what angle that bit is on, and store that information in the texture. Then in the game engine, it's a relatively cheap (doesn't cost much performance) trick to check what angle every pixel of an object is at, and render the appropriate lighting. But, this means that you only have the correct angle of the highpoly, and not the actual shape - which causes it to still be flat when looked at from the side.
Here's a sketch:
black is the lowpoly, blue is the highpoly, green is all the angles of the highpoly when they are rendered as pixels of the lowpoly.
You dont need to unwrap the high poly, and your normal looks like it might have some overlapping UVs