Extracting Normals - High Poly Hard surface
Hi,
Im currently trying to figure out the workflow for creating game normal maps for hard surface objects. Ive build a low poly mesh and a high poly mesh. The high poly mesh is built up of many different pieces that simply intersect and I cant seem to figure out how to get a decent normal map by using the transfer maps tool.
So what I have been doing is taking the high poly mesh that has multiple objects like boards and rivets and just combining them into one mesh. Then I place the high poly over the low poly and attempt to use an envelope to bake the normal map out. My low poly is UVed.
Every time I try this I get the same results over and over again, resulting in a pretty ugly normal map.
Does the transfer maps tool only work if all the high poly objects are merged together seamlessly?? meaning that I cant just take an object and translate it into another object and combine it? If so, is there another workflow to achieve this?
I attached some screen grabs for some more information....

Thanks
-Cody
Replies
If so it looks like you started working from a few cubes, and just used the default cube UV-map for them to bake your normal map on. I think you'd get much better results if you spent some time UV-mapping your low polly properly. Simply automatic-mapping it should do the trick and produce better normal bakes.
If your UV-map doesn't fit the form of your object you're always going to get poor baking results and texture distortions.
hf UV-mapping
http://wiki.polycount.net/Normal_Map