So im working on consolidating a bunch of different objects onto a single texture sheet. I selected all the objects added a unwrap uvw modifier and rearranged them so they all fit into a single sheet using uv channel 2. Now when I do render to texture the diffuse transfers over fine, but the normals go to hell. First I…
If you bake out a new normal map, it will work, although the OP is talking about losing some quality (which is to be expected whenever you re-bake, really). It will not work if you bake the normal out as a diffuse map, since if an island is rotated the channels need to be flipped.
Yep, the transferring UV layouts only works with Diffuse, spec, and bump (not normal maps). I probably should have been more clear that it only works with B/W bump maps when I wrote this. A few people have thought I was talking about normal bump maps. I'm still working on the more in depth version which covers how to…
You can't really do this and expect good results - the initial normal map is generated based off the current geometry and UVs, so if you try baking it across to a new UV map, even if you keep everything rotated the same, you're going to lose some accuracy - even more, as you found, if you rotate pieces at which point it…
Thanks for the replies guys, I really appreciate it. Ill get to work on re baking everything. Since reprojecting the normals doesnt work I am just curious as to how you guys work with unique uvs. (like the bottom example of the unsmoothed tangents section here…