Baking Normal Orientation for Texture Mapping?

Didn’t look at the .blend.

If you just want to do object level transforms on the object, you can remap the normal into object space:

If you want to rig it or use modifiers, you have to bake the texture to a UV texture.

Your nodes aren’t quite right, by the way. “Green”, as the Y component of your normal, actually goes from -1 to 1, not 0 to 1. A math/abs node plugged in there should do the trick, otherwise you’re mixing the side view into the back.

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