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UV with weird pixels?

I'm kinda new to this Modelling stuff and started learning about textures and bakes. From here to now I had some progress but got stucked on this:

My normal map is very pixelated and I have no clue of what could it be. The Texture is in 4k Res but the problem persists. Also I am facing another problem: One parte of my Normal Map looks Darker than it should be even the model being a mirror from other part that is not dark


Here Is the Darker part I was talking about


The Pixelated Part


Front View For Better Understanding of what is going on


It's a part of a sword I'm using to train and I will try to put as a Mod on skyrim later

Replies

  • poopipe
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    poopipe grand marshal polycounter
    Dark bit is cos you have soft normals everywhere. 
    The pixelation is cos there's no anti-aliasing. 

    I don't use blender so I don't know how to fix those things.  
    Read the baking threads that are stickied at the top of technical talk to find out why you get these results


  • fbo930
    Tried Baking on xNormal with the anti aliasign and it worked like charm. As the Dark part I'm still looking for it in the forums and other sources since I still need to understand some concepts of baking and all.

    Thanls, It helped me a lot
  • throttlekitty
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    throttlekitty ngon master
    If you haven't seen this sticky post already, definitely give it a read. When baking normals, there's a few "rules" you need to follow regarding hard edges/smoothing groups and uv seams to get nice bake results.
  • TheGabmeister
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    TheGabmeister interpolator
    fbo930 said:
    My normal map is very pixelated and I have no clue of what could it be. The Texture is in 4k Res but the problem persists.
    I read that Blender does not do any kind of anti-aliasing when baking normal maps and AO. The workaround is to bake a texture at a higher resolution and then resize the obtained texture in Photoshop, generating “manual” anti-aliased texture. Another workaround is to use 3rd-party addons.
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