Hey folks, so i've been having a problem while making my 3d models is with the normal map.
Honestly I have no clue how to make a good decent normal map
every time i try to bake a normal map with my high poly and low poly, it always manage to do it incorrectly
kinda sucks cause it's the only issue I have, if i can fix this, things will go smoother for me
any help on how to bake a good normal map is appreciated.
I have tried to do a correct normal baking but I only managed to do it right with a very basic model.
In this case, I am making a tavern with a lot of different objects and there are things that are still unclear about what I should do.
So here is my low poly mesh
And the other picture below is my high poly
Might be hard to notice, but i added some minor details on the tavern, on my highpoly that I used zbrush from it (imported it the lowpoly from blender initially)
The UV Map kinda looks messy because there are a lot of objects in this mesh (like 30 or so)
After that I export the High Poly as a tool on zbrush (idk if that's the correct way to export it? still fairly new to zbrush) and I used xnormals to make my normal map.
Normal map below:
So here is my normal map, its very messy.
Im not sure at this point if its better if I have separate uv maps for each objects (is that possible?) and how do I fix it?
Im pretty confused at this point, I really dont know where to go from there. Any help would be very much appreciated!
Replies
http://wiki.polycount.com/wiki/Modular_environments
There's a number of threads here on polycount too to help give you some ideas, if you search for Modular and skim through a few.
Anyway, the normal map is likely fine, what does it look like on the low poly? I think what you're seeing as messiness is the edge padding, which you need to be there for a good bake. And yes it is possible to use multiple textures, but I don't use Blender, so I couldn't tell you the best way to go about handling the UVs there.