Hey, all. I'm having some interesting problems with baking normal maps. I'm getting a weird effect where Maya renders the normal maps with strange black lines through it.
Uvs are hereNormal map generated by Maya is hereMaya Scene is here
The UVs were generated by using Automatic Mapping. I wanted to make sure it wasn't something that was caused by me not laying out my UVs right. All the normals are faced correctly, nothing's backwards that I can find. The High Poly doesn't have any hard edges and I've been using the Transfer Maps function in it's default state. I tried playing with the settings but it still causes the same problems.
While I've got experience using Maya, it's all been low poly modeling with no normal maps... so it's entirely possible there's just one crucial step that I'm not doing and don't know I'm supposed to do it. It's also possible that my version of Maya is just borked in some way... but I've got no way to tell.
Replies
Try smoothing the whole object, but you should definitely chamfer the edges.
Alright, I took your advice and I added some beveling to the sides of the low poly shape and softened all the edges. I'm working in Maya so I only have the option of hard or soft edges, no smoothing groups. Do I need to do more bevels?
The preview works fine now and looks great, but it still renders wonky. Is it a render setting I've got wrong? My renders in Maya always look blurry compared to renders I've done in Max, so...
here's the updated files:
Uvs
Wireframe
Normal Map
File
And I apologize, I'm trying this on a simple shape before I start banging away on the main project. I want to make sure I understand the basics first.
Also fix your uvs, you've got a lot of islands. Sew those bad boys up. Soften the internal edges and harden the borders for each island.
I did sew them together and it helped a little, but I'm still getting weird banding. I added a square detail to the center of the object to see how it would pick that up... and it's just as wonky.
Arc-Angel: Just tried that but I get the same weird results.
This is what I get now. Even if I bake the normal map at a higher resolution or a better quality I still get this weirdness. I tried putting the objects in XNormals and baking it, but when I put the normal maps on in Maya I get the same thing.
I did find that if I use a height map instead I get slightly better results- but I still get artifacts and lumps where there shouldn't be lumps.
Wire Frames
Normals
New Scene
This seems like it should be so much easier... :S
thanks for you help! I appreciate it!
You might just have to flip the green channel in your normal to make it work correctly.
If you're in max, make sure to load the "normal bump" material and then load the normal into that, instead of simply loading the normal map into the bump slot.
Really you shouldn't be using the default material system/scanline renderer anyway, you should look into real time viewport shaders for viewing normal mapped assets.
We never render anything or use normal maps at work, we just export the FBX into unity... so I've had no experience with rendering in Maya. I've rendered in Max, but again I never used normal maps and I didn't have any problems with the default render settings.
But now I know and knowing is half the battle. I hope.
I also fixed the other suggestions and re-saved the file here if you want to look over it.
thanks again guys, I really appreciate all this help.