I'm having issues baking a normal map in blender from a high poly mesh to a low poly (I labeled it medium). Here is my image album. Any reason I cannot get the bumps in the handle to show up correctly in the normal map?
http://imgur.com/a/cLGxz
Image 1: The "Medium"/low poly model
Image 2: The High poly
Image 3: The smart unwrap
Image 4: Had to create new image off the smart unwrap to get the bake to even work
Image 5: The normal map
Image 6: A closeup of the weird artifacts I get where the handle bumps should be
Some caveats.
1: I'm really new to 3d modeling etc
2: I know my UV unwrap is terrible, this is the default unwrap just to see if I can complete a model with all the maps (normal, AO, diff, spec, etc)
3: My end goal is to get this into UE4.
Thanks in advance for any help you can provide.
Replies
http://wiki.polycount.com/wiki/Texture_Baking#Cages
and Xnormal is better for baking
Here are two threads that you should read through if you haven't already http://www.polycount.com/forum/showthread.php?t=107196
http://www.polycount.com/forum/showthread.php?t=81154
And lastly, if your destination is UE4 don't aim for what I assume you're doing, aka the "old" diffuse, specular and gloss system. Learn the PBR way of doing things. http://www.polycount.com/forum/showthread.php?t=136390
Hope this helps in some way.
I tried the entire range of bias and it didn't seem to make a difference.
I ended up uses cages and switching to the Cycles renderer. It worked, not great but at least it worked.
I'm really looking into the PBR method now. Theres a ton of reading there, thanks for the very detailed links.