Hey, so I'm having a problem right now with trying to bake normals in Modo, and I'm following along with a tutorial. It's a really good one, but when I bake out my high res onto my low res, something weird is happening.
I've never made normal maps before, and I wanted to try to do this because I'm interested in modeling and texturing weapons for games, and I need to know how to make normals work. When I'm baking normal maps, is my mesh supposed to be all one watertight piece? I've got it separated out into different objects. The UVs are in all one square, and all the objects are in one mesh layer.
What's happening is that it's making some kind of reflection or something on opposite sides of the objects. And, there's this weird gradient on the handle. What am I doing wrong? The images are below the tutorial video.
https://www.youtube.com/watch?v=aX96PSFMbhY
Replies
I think that's the best the viewport in 801 gets. It should render correctly though (in a priorp render, not the viewport).
If this is for a game you'd need a synced tangent basis (usually MikkTSpace) so you'd be better off baking in Modo 10 (or later), which supports custom tangent bases or baking in an external program.
Might be worth testing the new version to test drive the Advanced Viewport and amazing new baking tools.