The normal map on my helix-handle doesn’t, to me, appear correctly. (?) All that I see is black lines swirling around the handle. However, when I rotate the camera in Maya 2016, as you can see in my sixth image, I see something like it’s suppose to look like. I think. (?) Which makes me think the normal map is done correctly (?) and this is the way it’s suppose to look. (?) I don’t know.
In the transfer map settings, I used tangent space. Though, something tells me I should be using object space since this is a hard surface model. (?) Also, I used world space for the “transfer in,” Gaussian for filter size, the filter size is 3, and the “Fill texture seams” is 3.
I would greatly appreciate it if someone would let me know if there is something else I am suppose to do when baking my normal map.
P.S. - 4th image: low poly with the normal map applied.
- 7th & 8th images: high poly
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The high's edges are much too sharp, and the "in and out" angles of the grip are much too steep to show up well on the normal map.
Edit: Here's an example
You can't expect the normal map to do all the heavy lifting. It's only a 2d texture. You have to give it supporting geometry if you expect it to look its best. Just adding a few edge-loops and modeling out the basic major shapes really help it read.
The one on the left has the low modeled to the high. The one in the middle has a good high, but without the low meeting it halfway, it's still a losing battle. And the one on the right is the closest to yours, I think. Sharp edges, sharp inclines, and no supporting geometry.