Home Technical Talk

First time baking normal maps for a school assignment

vertex
Offline / Send Message
Revic_95 vertex


Hello professionals!

As you could probably notice by the shitty normal map, I'm new to all of this. 
My teachers introduced me to baking normal maps, but I'm not experienced enough to do my problemsolving independantly yet. 

The mission: make a case for UE4, using 3Ds Max and Photoshop. The deadline is in less than a week. Losing my mind right now.

Enriched low poly mesh:




Low poly mesh with normal map seen above:

High poly mesh:



I have quite a few questions about this.

1) What are the recommended render settings for normal map baking in 3DsMax? Currently, I've set it to Catmull-Rom filter. It still looks pixelated.

2) The teachers told us to unwrap this as if it were a tennis ball (this to avoid the black at the edges, which gives the object a low poly feel). Split UV's and split smoothing groups go alongside that to avoid further problems. 
I tried this, as seen in the normal bake, but it did not solve the problem...?

3) What parts should I render out seperately? My projection cage has a lot of overlap. I tried to render out the front seperately, but it still doesn't look good..

4) Any other overall feedback? 

Replies

Sign In or Register to comment.