Hi! I have a normalmapped lowpoly model, with 2 uv channels. 1 has no overlappings, and the second has some overlappings. Originally I wanted to use the first uv channel for my normalmap, but now I need to use the second, because my client wants this. So, I would like to bake out my normalmap from uv layout 1 to uv layout 2. There is no problem with this, theoretically it should work, except a few minor errors because of the overlappings. But.... I get errors on the not overlapped areas too. When I compare the newly baked normalmap with the original, I see that the green channel is stronger/weaker at some areas. So basically the new normalmap shows different angles from what it should. Unfortunately I can't show pictures. Anyone know a good method for this?
I didn't made highpoly model, so I can't simply rebake the normals from it. The normalmap is made with nDO.
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You can't bake a normal map as if it is a diffuse map. You will likely need to apply the normal map to the lowpoly as your "high poly" and then bake that to your low poly with the 2nd uv set. Exactly how to do this will vary by app, so knowing which app you use will help.
You can also try offsetting your overlapping bits 1 unit in UV space.
About the normals: I was thinking on using 2 lowpoly meshes. One with the normalmap applied, and one without, and then I would bake to the "bare" one. Would this work better, than baking from itself?
Edit: Using two lowpolies worked fine. Thanks!
MARI lets you do this with world to tangent and tangent to world modifiers.
The LODmaker in cryengine lets you do this as well, although I am not sure if it's in the SDK.
As for xnormal et al, I'm not sure. 3dsMax should have some ways to do this, though.