Hello everyone,
The last few days I've been trying to figure out a normal map "issue" but have no luck with it and hoping someone can clarify what's going on.
I've used 3D Coat to sculpt, retopo and bake a stylized Bonzai tree.
Everything seems to be fine untill i watch / preview the normal map itself (setting it in the diffuse channel or checking the normal map with sketchfab material editor.
Just like the diffuse, i expect the normal map to be a "smooth image" wrapping around the tree. Instead of this the Normal Map clearly shows the uv islands / seams and this drives me a bit crazy because how can they work like this?
My colleagues are used to Zbrush and when i watch their normal maps or for example this random example on sketchfab:
This is how the normal map is supposed to look, right??
Also i found this image during my search:
My model looks like cube 4 - 5 while instead of 2 - 3.
Any thoughts / work-around for this?
Thanks!
Grtz,
Ruud
Replies
I would suggest that you try to do a bit better job on the UVing of your asset (some texture stretching is acceptable to avoid that many seams). Also show the normal map applied as a normal on the model, because it might be easier to tell what the problem is if any.
The image of cubes you posted is essentially only relevant when not using a synced tangent basis (other than showing that you cant have split normals but not split the UV islands. Take a look at the wiki here and the Marmoset Toolbag baking tutorial for a walkthrough on proper technique (it applies to any program).
This image might help too
http://wiki.polycount.com/wiki/Texture_Baking#Tangent_Basis