Hi people,
I'm having some issues with my normal map. My model shades correctly until I apply my normal map. The texture itself looks fine to me but I don't have alot of experience with baking.
Some info on the model:
- My high poly was basically the same as my low poly model but I used modo's rounded edge shader.
- All edges are set to soft shading except for uv boundry edges which are hard.
- Using MIK Tangent basis (I don't know exactly what this does)
Without normal map
With the normal map applied
Normal map applied as a diffuse
UV unwrap
Thanks in advance
Replies
Feel free to PM me or upload your mesh for me or others to troubleshoot much easier to troubleshoot that way
- The normals are fine
- I did have some flipped UVs but it doesn't seem to affect my shading
- Do you mean triangulating my high poly or my low poly or both
- That makes sense, I'll think if that on my next model thanks for the tip!
- I might take you up on that thanks for the offer
Thanks for your replies guys!I'm going to go fiddle around some more if i find a solution I'll update this thread.
- normalizing the normal map with GIMP's normal map plugin (photoshop has a similar plugin).
- Flipping my inverted UV islands.
- Setting the colorspace to sRGB
gimp normal map plugin: https://code.google.com/archive/p/gimp-normalmap/nvidia texture tools for photoshop: https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
gimps normal map plugin
If someone stumbles across this and doesn't know what this means. Read up on normal maps on polycount's wiki
Cheers!
Also I agree about the UVs