Hey folks. I'm currently at school trying to figure this one out...
See, I've been assigned to model a locker. I'm currently working on the door. I've made a high poly model and a low poly with UVs. I baked the normal map yesterday and at first glance it looked alright, but when assigning the diffuse the 3D effect more or less disappeared, so I decided to bake out an AO map as well to fake shadows. This is where I noticed the problem. The normal map and the AO dont match, so the textures look skewed when used together. The maps were baked at the same time so I can't imagine the two textures being different really. The models and low poly UVs remained the same throughout the process. I think it's an error on the normal map.
It's like the normal map is baked from above, it's hard to explain. Ill try to explain using pictures.
Okay, so this is the high poly mesh in the side view. This is the point of view I thought Id get the normal map
but no. The AO is baked in this point of view, just straight in front of the mesh, but the normal map is not.
![highpolymodel.jpg](http://img341.imageshack.us/img341/9111/highpolymodel.jpg)
Here it is from another angle. The part extruded inwards is the handle of the locker door. Itll be my point of reference. This is the angle I feel I'm getting the normal map, like... from above.
![highpolymodel2.jpg](http://img96.imageshack.us/img96/3245/highpolymodel2.jpg)
This is the AO. As you can see, looks good.
![32876313.jpg](http://img716.imageshack.us/img716/9826/32876313.jpg)
And this is the normal map. Like I said, it looks like its baked from above, not in front of the model.
![normalmapz.jpg](http://img607.imageshack.us/img607/3964/normalmapz.jpg)
This is an overlay in PS, showing how the two textures combined looks skewed.
![normalmapoverlay.jpg](http://img190.imageshack.us/img190/5741/normalmapoverlay.jpg)
This is the result in Maya. As you can see they dont match at all, it looks really off.
![resultf.jpg](http://img854.imageshack.us/img854/5272/resultf.jpg)
These are my baking settings.
![normalmapsettings.jpg](http://img716.imageshack.us/img716/2607/normalmapsettings.jpg)
I hope this explains my issue well enough. Im fairly new to modeling but I think Im doing it right. Im on a deadline so I really need this solved ASAP! Thanks a lot in advance guys!
Replies
Turn Backface culling on in your Persp viewport to make sure the Normals are all facing the same directions.
Oh, and in the Advanced options Tab there is an option to Match Using> I think usually you get a better result with Surface Normals but you can try Geometry normals too if it was already set to Surface.
Here's the settings I'll try now. Is it good?
Along with the other good advice another factor that may cause a normal map "distorting" would be the size of the search envelope. 5.0 is a large number. It only needs to be big enough to cover the high poly mesh.
Have you accidentally moved the envelope ?
What could possibly be wrong?
Like I said, I rendered out the maps in the same bake, so that's impossible.
That other thing sounds interesting though. What values do you usually run with?
Bugo's solution will likely work, but if it doesn't and you are running out of time
you can always render the maps in Xnormal, http://www.xnormal.net/1.aspx