So I have been wanting to bake some normal maps for a western styled six-shooter but I'm getting some issues around cylinder edges.
Before you jump the gun and start throwing links of the Polycount Normal Map wiki, End All Be All Normal Map thread, Poopinmymouth's normal map tutorial, and the 1.05MB SWF file on Maya normal maps... I've seen it all. All day yesterday (Sunday) was dedicated to reading things trying to figure this out.
The only thing that came remotely close to actually solving this issue in Maya was the last thing I mentioned.
![cylinderNormalMapIssue.jpg](http://img.photobucket.com/albums/v458/fakeanimosity/cylinderNormalMapIssue.jpg)
Replies
As you found out it's the ray cast direction from the normals that results in either "wavy" edges, or ray misses if you have hard edges.
I tend to go for the following solution - just a single bevel on the lowpoly at 45 degrees (like your example but only one division on the bevel instead of 2). Then you just map the entire cap piece (including the bevel) planar from the top, and unwrap the sides. Should avoid any waviness and still keep the nice rounded edges.
http://boards.polycount.net/showpost.php?p=761510&postcount=8
The reason increasing the sides works, is that there is less difference between the surface of the high and the low, which is really what you're seeing when you get "wavyness" its the difference between the two meshes when raytraced from an angle.
[edit]
Heres an image to show what i mean:
You see here just adding sides is clearly the best method. Because it matches the HP the closest. Beveling the edges here A. Doesnt match the shape as well and B. Creates some small-thin triangles that are best to avoid. Many many problems with baking can be fixed by simply making sure your LP matches your HP better.
However, if you had say, a bunch of floating detail on these cylinders, those details would come out all skewed without some beveled edges or extra loops for supporting edges, so just adding extra sides wouldn't be ideal here. In that case would probabbly do something like 16 instead of 12, and loops/bevels for support.
I included my map baking options to see if I have anything wrong in there. You can enlarge the image to read the text in the map baking window better.
I don't understand why the caps are getting such harsh lines, either. I had the whole object softened before unwrapping. Planar projection in Y on caps (and bevel faces) and a cylindrical on the rest. Unwrapped after beveled + history deleted.
waviness like that probably won't be noticed a lot of the time unless it's really huge and seen from straight-on the side all the time
I believe for my project I will be going with the 24 sided cylinder because of how the gun will be laid out. So, I guess my question was answered... I was wondering if it actually WAS possible to completely remove it. Now that I know, I will just do my best to reduce it.
Thanks a lot for your guys' help, I really appreciate it
...
...
Damnit... I was getting my hopes up :poly131:
Hahaha, well too bad you are not into animation. In my opinion animating in 3D is basically magic. And thanks for getting a question that i also had answered!
I mean either you get a good "faked" roundness at a certain angle which makes it appear as though it has more sides that it really does (silhouette being the exception), but then you get the "wavy" lines when looking at other angles.
If you manage to get rid of those "wavy" lines you wouldn't have the roundness that makes it seem to have have more sides than it really does?
Am I wrong? Can't see how you could get both with a normalmap. You can fake a bevel without wavy lines, but faking more sides comes with wavy lines no?
All my examples / tests have the result of your middle cylinder.
I didn't give it much thought, but using this way you are stuck with using hard edges I think.
I will try your 3 object bake test tomorrow. It's 4:15AM and I need to cuddle my girlfriend
unfortunately it seems like tweaking the cage in maya doesn't do much (it can even cause big problems when you simply display it to check its thickness - it's all broken), however, the different results that Kodde posted can be achieved in 3DSMax by positionning the cage verts where you want them (along the length of the cylinder, or along the surface of the cap). You might also be able to get the same variety of results using Xnormal, and importing the desired cage as obj (or tweaking the cage inside xnormal but iirc it's a bit of a convoluted problem)
I usually shift-smudge in photoshop to get rid of unwanted waves. (I like the right hand side better most of the time)
Thanks for the help, all of you. If I have any more questions I'll be sure to post it up
Oh. Totally did not see the date there haha
I was still a student back in 2009 so I didn't know what I was doing
....hell... I still don't...
I'd advice anyone doubting to just try all the options yourself. There's no perfect solution to magically make a low poly cylinder look high poly in all conditions(angles).
McClish> What you are suggesting sounds like the case of "beveled" top edge look if I understand you correctly? Would still not achieve the look of having more spans when viewed slightly from above/below.