Hello Polycounter's
I recently baked this Normal Map from a High Poly to Low Poly... Is this a good Normal Map ?? Why I got a doubt is because it has too many color variation in some parts.... Any help where I could understand "The Perfect Normal Map" Plz....
Replies
How does it look on your model?
Colors in the normal map represent specific angles, there are no colors that are inherently bad.
however, at first glance this normalmap looks just fine, show it on your object
@EarthQuake hahaha... I think ur right....
@Neox Ohhh I didn't know that... Learnt something new... Thanks
@Elithenia I used Xnormal...
I found this PDF in an older post here in polycount itself which I think it will be useful to me to learn more abt normal map baking - http://polycount.com/discussion/146667/a-practical-guide-on-normal-mapping-for-games/p1
Gradients can mean flat areas and shapes like cylinders won't work well when lodded and they are prone to compression artefacts. On organic surfaces, strong colour variation in the map can indicate significant differences between the high and low res meshes which is often undesirable - so while parroting is possible there may be some validity to the arguments.
As said above though, it's entirely dependent on the use case and what really matters is the way it looks on the model
What I would suggest is to straighten shells wherever possible - wobbly/angled edges are more prone to artefacts associated with aliasing and compression and they also take up more space on your page.