Hello, i seem to be having a weird problem with the normal map of a model. It is a cat, which is made by making one half of it, then using mirrored copy and manually connecting the halves (did not use the auto merge vertices option because some weird lines appeared, so did it manually). When i bake the normal map, everything on the COPY side shows alright, but on the ORIGINAL side it shows some weird squares and stuff (the UVs for mirrored parts overlap). I have attached images of the ORIGINAL side (i have circled the problem areas), COPY side and UVs. If needed, i can also upload the models. If someone has a solution for this problem or can give me a pointer, i'd be really thankful.
Replies
The squares you are seeing line up with the edges of your polygons which leads me to think your model's hard/soft edges are not set up properly. You want your model to be completely soft except along UV texture seams. There is a whole lot of math involved with baking normal maps, and it is very dependent on vertex normals. This thread explains in more detail.
Proper smoothing splits, as they are called, will resolve a lot of your dark lines along your texture seams as well, as seen around your cat's back and paws.
Hope that helps.
You should always bake with the whole mirrored model... just move the mirrored UVs 1 unit outside from the UV square, then bake. Here's a pic
http://wiki.polycount.com/wiki/Texture_Baking#UV_Coordinates