Blender 2.8 Normal Map Noise

Hi,

I’m trying to bake a normal map from high poly to low poly. I decimated the high poly (2M poly) model to a low poly one (64k), and followed this this article to bake normal from HP to LP. The normal map seems to have these odd colorful patches in some areas of the model. I tried play around with ray distance, but nothing seems to make too much difference.

Anybody have an idea of what might be wrong?

Is your model a 3d scan?

3d scan has a lot of unevenness to the meshes

I’d do a sculpt pass smooth things out

Yes, it is a 3D scan. I did do a smooth on both low and high poly model (Object>shade smooth), but the result seems to be the same. I also did play around with smooth modifiers, but it doesn’t seem to have any effect at all either.

Here is the file I’ve been struggling with:

Shade smooth does not change the mesh.

My lappy wasn’t powerful enough to open the file.

The colorful patches is the result of how the 3dscan software maps the uv to the texture.

the uv map here is constructed from each individual photo and the center area is taken as the texture. the shade smooth does not changes the meshes.

The decimate modifier has its weakness as you can’t really influence the algo on what vertices to keep.

If you need to have a logically laid out texture to work with you need to do the uv unwrap yourself

and then you can transfer the existing texture to a clean uv