Hi there, im having a problem with my normal bake from my high to low poly model. Every time I bake my normal map and apply it to my low poly model I get this really blurry and flat result. Im using 3ds max and im using the projection cage to achieve my results. The images attached are the results im experiencing and if you need any more info or pictures please let me know. It really has me stumped. Any help would be much appreciated. Thanks
David
Replies
Like Michael said your normal is inverted and your texture map is way to low resolution.
So flip the green channel of the normal map and give a higher resolution texture for the normal map to fix the issues.
As you've mentioned you're going to use 2 sheets so that's a good start. Also, if you channel pack your textures as much as can you could even use 3 sheets, as you'll save draw calls by packing.
There are other methods such as FWVN and tiling textures/decals. (This method is quite common for large assets like spaceships) Or texture atlasing to reuse sections of a texture on parts of the tank like the panels.
i still dont feel like the bump is doing it justice though. how do i make it more prominent because it is still very flat. also like i said in my last post im going to use this technique for quite a few of the smaller pieces on the model and im confused as to how to manage the space and size of of the maps if it took a huge texture map just to achieve this. also if you could elaberate on the term you used "splitting the uvs" it would be much appreciated. Thanks
Normal maps are a complete illusion so, when viewed straight on - the way the bake projection sees it - they are convincing, but the more perpendicular your viewing angle the more that illusion breaks. Also, an AO map works in conjunction with the NM in a PBR workflow.
Why not get some texturing done and then see how you fee? I honestly wouldn't get too hung up on it.
With so many modern, mikkt-based baking options available these days, if you are going to be using UE4 a lot I would recommend baking elsewhere. Max baking really is a clunky and outdated, comparatively.
Those black lines on corners are classic missed rays due to a non-averaged/unsynced bake with no UV/SG splits.
It's good that you're trying to understand the whole process and working through it but eventually you might want to avoid some of these issues by trying out Xnormal or Handplane. Both are free, modern, and use MikkT.
Or if intent on continuing with Max you should check out this free script. Makes baking in Max much more streamlined.
https://www.youtube.com/watch?v=A3Psdkanh5s
I believe 3DMotive.com have an old tank texturing tutorial done in PS. Might be worth a look if that's your workflow.
1) i have my low poly, high poly and cage
2) the low poly model has split uvs at any sharp angle
3) applied a different smoothing group to all the different uv splits
4) used x normal to bake with tangents and bi normals checked
5) exported low poly from 3ds max .fbx with tangents and bi normals ticked
6)imported to ue4 with normal generation method set to mikk Tspace
this is the result.. it looks fine at a bit of distance but this happens when your up close
But first and foremost I would suggest you to upload your low and high so that people can test things out for you.
low poly
high poly