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Using face weighted normals for normal map baking

Sineye
polycounter lvl 7
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Sineye polycounter lvl 7
I've been wondering about this I learned about the face weighted normals. Is it possible to make a normal map using the ready mesh (bevelled edges and changed shading data) as high poly and the guide mesh (the one we use to create the ready mesh) as low poly?

High poly that was created with face weighted normals ("ready mesh", as named above):


Low poly that took part in creating the ready mesh ("guide mesh", as named above):


Is such a thing possible or do the normal maps simply don't work that way? I tried baking in Blender and xNormal, but to no avail.

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  • Obscura
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    Obscura grand marshal polycounter
    That sounds like a very painful workflow lol. But I dont see a reason for why it wouldnt work. I quickly tried it out in max and it baked just fine.
  • Sineye
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    Sineye polycounter lvl 7
    I'm using it as a crutch for my sorry topology skills (I know it's a travesty to type that here).

    One benefit I could see is the lack of long thin triangles that are created by the bevels, although you need a normal map.
  • Obscura
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    Obscura grand marshal polycounter
    Those long thin triangles are no real issue in my experience, at least on pc\ console. I think I pointed this out either in the fwvn thread, or in some related, user made thread. Its like a scary tale for kids. There is little truth in that on modern  hardware. Not sure about how is this on hand held devices, but I would imagine its similar. I worked with a lot of fwvn meshes in my life, and they never really caused anything serious. You can always add a lod or two. Simplygon does surprisingly good job on fwvn meshes, but in case it fails, you can fall back to smoothing groups. of course, everything here is case dependant, fwvn architectural pieces (modular meshes) are fine even without a lod in the most of cases, but right, a space ship for example is a different case and things can go crazy quickly.
  • Thanez
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    Thanez interpolator
    Please show your setup and result. I don't see why this shouldn't work as long as the format you're exporting to supports custom vertex normals. 
  • igi
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    igi polycounter lvl 12
    It should work but why would you do such workflow? Your face weighted original 'hi poly' would be cheaper than your low poly with normal map. Triangles are pretty cheap novadays. Also your end result won't be as qualified as a real sub-d hi poly.
  • Sineye
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    Sineye polycounter lvl 7
    @igi Thanks for letting me know.

    Even though it's a redundant technique, I've just managed to get it to work in Blender.

    In case anybody's wondering: Make sure to add the Edge Split modifier to the high poly between the Bevel and Data Transfer modifiers. Oh, and set the high poly to smooth shading (It has no difference for the model in viewport, but makes the bake actually usable).

    Cheers for all the posters.
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