Hi all,
I'll apologize in advance for the newbie-ish tone of this thread, but i don't have much experience creating normal maps.
I've searched the forums and the wiki for any info, but i find it a bit hard to pinpoint what exactly the problem is.
So, I've made this lowpoly model of a bowl in Max, done a high poly version of it and then used xNormal to create the normal map. (I tried the cage method inside of 3ds Max but it yeilded pretty much the same result.)
Low and High Poly imagesLow PolygonHigh Polygon 1High Polygon 2
Now, the problem comes when i bake and apply the normal map (Using either Xoliuls - Which is awesome by the way, or 3pointShader.)
The
inner edges of the model looks as good as i could hope, but the
outer edges both on the top and bottom the model basically look like shit
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
Here is the UV and the Normal Map itself:
UV MapNormal Map
And a
wire.
Am I simply overestimating the power of a normal map?
I hope you can help me out, as I'm pretty stumped as to how I'm going to go about this problem.
Replies
Yes, thats what I gathered from the various threads on the subject, but chamfering and generally "softening" the geometry, seems to still give me the same - maybe a tiny bit better results.
As a side issue, your UVs are laid out a oddly.
Are you aware your smoothing groups and UV islands need to match?
I'm afraid I was not exactly aware of that, no
And as for the UV's, how would you lay them out? I haven't really unwrapped with normal maps in mind i guess, so i'd be very interested in figuring that out.
Does that make sense?
I can explain further if need be. (this is just a quick highpoly and low poly, so don't take this as an example how to make an awesome highpoly plate :P )
Seperating the UV islands and seperating the matching smoothing groups certainly helped. The mesh actually looks like the high poly now.
However, now i get some black artifacts on the faces just above the seams (and just above where the smoothing groups seperate).
I've attached a screencap of the edge issue and the new UVs and Normals
Also, make sure you turn "Edge Padding" up, it will help texture MIPs once in an engine.
That being said it's a huge improvement, so thanks again