So I'm trying to create some normal maps for some hard surface objects. Like a table for instance.
I want a normal map so that I can get the look of nice smooth edges on my low poly so that the lighting will reflect off of it nicely in game.
But here's my problem,
I keep getting gradients going across the top of my flat surface in the UVs.
My high poly model is modeled with bevels on all the edges. I subdivided it a few times before I smoothed it in Maya so that it'll look nice and crisp before I bake it to the low poly.
I don't see any problems with the model until I try and transfer it.
I tested this on a cube to see if I was crazy and I got the same results. Gradients going across every surface in the UVs.
When I did the cube test, all I did was bevel every edge for the high poly and subdivide the center a few times. The low poly was just the standard cube.
I then go into Maya's Transfer Maps and I keep everything default.
Here is where I do one of 2 things.
Before I bake it, I usually soften the normals on the low poly mesh completely. Mostly because if I keep the hardened, I'll get crunchy edges. But I don't get any gradient when I harden the normals though. But I'd rather not have the crunchy edges.
I soften all the edges of the model, then I get the gradient across the flat surface of my UVs. It's not noticeable in Maya, but if I try to light it in engine, I notice that gradient.
Does someone know what I'm doing wrong?
This is incredibly frustrating to not be able to back a simple normal map.
Thanks in advance
Replies
Here's a site with some info that should help you:
http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html
Basically your lowpoly mesh probably needs more geometry to allow the normal sampling to be more regular. If you try baking a cube it'll nearly always come out really badly because every single vertex has 90 degree corners around every axis.
edit : ok now...