So, I have been trying to go around and understand normal maps recently. This is what I understood:
- Every sharp beveled edge or edges with a 90 degree angle need to have a split edge in the uv map.
- The edges mentioned above should also have hard smoothing.
- Every UV Island needs to preferably have it s own smoothing group.
The mesh I have, low poly, as well as the high poly I used for baking, are from ZBrush. I first got them into 3Ds Max to scale them properly. They are scaled at the same time so they should fit pretty well with each other. But what I am actually wondering about, because the mesh looks fine without a material in most places (2-3 small exceptions), but with a material applied, the shading starts being weird in the green parts:
- Why does the green part show up black in the shading of the material?
- What did I do wrong and how can I get the edges beveled nicely in the normal map? I was thinking of doing that in photoshop but I can't really go ahead and do it with the clone stamp tool since it needs to be a straight line...
Replies
A normal map perturbs the "normal" direction of a pixel. In substance painter, the shading of a pixel in its realtime rendered view is determined by a lot of factors. Basecolor, roughness, and Metalness. And the panoramic image that makes up the lighting. With metallic materials, light doesn't spread, and a non rough metallic surface will only show color when the light reflected into it also has that color light.
The green normal map means that those pixels are perturbed to be facing downwards, despite the faces not being downward facing, that's now normal maps work. This is your bevel. Those green pixela are facing straight down. The bottom of youe HDRI sphere is black. There's nothing wrong.
I guess they don't match close enough and that's why the normal-delta becomes too big which looks "strange"
Anyway. My advise is to:
- fist make one UV-shell, one smoothing group of the objects shown.
- Straighten the uv shell.
- Then make sure the high and low are _really_ lining up when being baked.
- Bake in another app for comparison