Hi guys,
I'm having trouble getting good results with making normal maps. There are errors at corners of 90 degrees and more. I watched several tutorials but I can't get the result I want. Originally I was baking the normals for a side table when I ran into these problems and I couldn't solve them so I started with just a simple cube and try there but I get the same edge errors.
Tutotrials tell me that it's because of the color blending beween the two faces of the edge in the normal map and that seperating the faces in the UV's (and give them some padding) should solve the problem. For me however it didn't, as you can see. I even added extra edges in the lowres cube so that the normals wouldn't be averaged across the faces to help give a better result, but that didn't do anything either.
I'm using Modo for baking, but even when I bake in substance designer I get there errors although way less. What is the way forward?
Replies
Of course a smoothing angle of 180 degrees gives gradients in your normal map to counter the mesh smoothing and is not advisable but it still works. I decided to continue with the beveled edges version though because the shading is better on that version and the increase in vertex count was not as big as I expected, 528 instead of 296.
Thank you all for helping me on this problem!!
side table with sharp edges and 180 degrees smoothing
normal bake with 180 degrees smoothing
side table with beveled edges and 60 degrees smoothing
normal bake with 60 degrees smoothing