Hi,
It's been a few weeks i'm struggling with normal map baking and i'm asking for help because i ran out of solutions.
I'm creating a simple barrel. I just turbosmoothed my low poly and i'm trying to get a good normal map out of this.
There are 2 cases:
1. The wood and the metal meshes are seperated : my normal map looks weird on the edges and the AO is missing between the two meshes
2. The wood and the metal meshes are one single mesh : my normal map looks weird
I made a mistake, but I don't know where...
If somebody can take some time to help me I would be very grateful!
Thanks!
Replies
Remember, a normal map is essentially faking shading based on the projection angle of the rays. So, any angles far outside of the ray projection angle can still look really weird or wrong, or just wonky. Which is why adding more geometry, if you can afford it, can solve a lot of baking problems.