Hi! I’ve got some problems baking normal and ambient occlusion maps. I have succeeded while trying to generate normal and ambient occlusion maps for other models, but for some reason it just doesn’t work with my sword. Here’s the best result I get while trying to bake the normals:
Sometimes the normal map just turns solid grey or solid blue.
I tried to fix this for a while but later gave up and decided to move on to the ambient occlusion map when I realized that I wasn’t going to be able to fix it on my own. While the ambient occlusion map generally turns out better than the normal one it’s still not good. Blender generates the ambient occlusion map from the lowpoly to lowpoly, so understandably it doesn’t look anywhere near as good as I wanted.
Alright, here’s what I’ve thought was the reasons for all these problems (but obviously wasnt):
- Overlapping geometry. I just modeled a quarter of my model and then mirrored it along the X and Y axis. The geometry was overlapping but I then shrank the mirrored copies and placed them where they wouldn’t overlap anything.
- Overlapping geometry in the model. I tried removing doubles but there were nothing to delete and no other model underneath the one I wanted either.
- Normals problem. I looked at both the models and the normals seemed to be facing outwards.
- Modifiers. Appearently you should use as few modifiers as possible while generating normal maps so I removed every one of them.
BTW I have activated the Selected To Active button as well so that ain’t the problem either.