Hey all, just wanted to ask if a lot of you happen to use apps like nDo or crazybump for creating normals from a height map? Been using it a while now and think its pretty awesome, just wondered if you happen to prefer using it to baking from high poly geometry? I'm guessing there are perks to using both, maybe its more a matter of preference. Would be good to hear why you prefer baking from geometry than a height map, or visa versa. Thanks
![:D :D](https://polycount.com/plugins/emojiextender/emoji/twitter/grin.png)
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NDO2 is very good for apply detail to plannar areas of a normal map, but if your looking to get nice edges on your model your going to need to bake fro ma highpoly.
also no reason why you cant use both, do a highpoly bake to get nice edges and your larger forms, than use NDO2 for adding detials to the surface.
When you bake a normal map from a high res source, you're replacing the mesh normals from the low with those of the high, that means all the shading and everything, its literally impossible to "paint" that.
Baking also gives you seamless results even over uv splits and hard edges.
Just.... not at all the same thing.
You can go the 2d route for replacing some smaller details, but you need distortion free UVS otherwise it can be faster/more accurate to model and bake. When you bake detail down any distortion on your uvs is automatically corrected and accounted for.
So really, the situations where the two would be comparable are very few.
1. Bake high to low poly for edges and angles. Just large shapes, don't worry about details.
2. NDo for details (bolts, lettering, etc)
I've done a few simple props this way and it's really a very fast way to work.
You can create a the normals with ndo and project them on to your model distortion-less (use orthographic view) with my projection painter script. It projects them nicely across the seams and it gives you straight looking normals on your model.
See an example below.
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3DCoat can paint normals correctly with stamps.
http://www.polycount.com/forum/showthread.php?t=81154
Read that, it should help you understand why that happens and what you can do.
I have seen plenty of characters and items get hand-painted normal maps without baking, and they didn't require no fancy software other then B&W paintings.
It's all in the UV and general baking, the best combo would be to be to bake the larger details and edges from mesh, and the smaller, dents, holes, etc, get painted in.
Best of both worlds honestly, I'm sure this technique works flawlessly in nDo2, not sure about CrazyBump on the other hand...
3DC is also very good, I tried the Normal painting feature, and it's awesome, but it can get confusing at times when you look at an angle and your normals look flat, hurts you eyes and brain after a while.
So my vote is for nDo2...the trial should be enough to persuade you I say.
These are some examples of pure NDO2 normals on curved meshes:
You can get great results with it - but as EQ pointed out, there are some things that you simply cannot and will not ever be able to do with CB or NDO2. At most, using both in your workflow will do
I read somewhere that if you split up your faces where there is a sharp corner, these seams shouldn't appear during the bake, is that the case? Thanks once again for all the help
This is generally covered in that (stickied) thread I linked to earlier.
This^
It is also important to bake with an averaged cage/projection mesh(also covered in detail in that thread).