It doesnt look good from all sides because your normal map isnt tileable on X axis (outer edges of the spiral on the normal texture are bent, so the normal map wont match at the seam). Your normal map needs to be something like stack of cylinders at an angle; this way you can get it to wrap around nicely
is there another free soft out there that can do it quicker
then in blender ?
thanks
happy bl
Renzatic
(Professor Emeritus Billy H. Wafflesmith XIV Esq.)
9
Here’s how I did it. I made the cables, built a cylinder around it, unwrapped and aligned the latter, then baked it all down to a normalmap. The resulting normal might look a little weird, but it tiles seamlessly all the way around.
not certain what you do after adding cylinder to unwrap !
would it be possible to do a step by step or a video to show what you did ?
or may be there is an external soft that can do it quicker!
thanks
happy bl
Renzatic
(Professor Emeritus Billy H. Wafflesmith XIV Esq.)
12
It’s pretty quick and easy in Blender. I did that whole thing in 5 minutes, and it only took that long because I had to look up a quick tutorial to remind me how to make ropes and cables.
First, make your cable, and encompass it with your low poly cylinder that’s to be baked to. Unwrap the latter, and align it on your UV grid however you feel like. The default is fine, though I rotated mine 90 degrees for the sake of the demonstration.
Create a new material for your low poly cylinder. Slap an image node into the scene, but don’t connect it to anything. On the image node itself, hit “New”, and make it a blank 1024x1024 texture, no alpha.
Now, go to your render properties tab, set your Render Engine to Cycles. Move down, and expand the Bake menu, set Bake Type to Normal, Space should be Tangent, then check the Selected to Alpha box, and set your max ray distance to something like 0.2 m. Output should be Image Textures, and make your margin something like 4-8 px.
Now you’re ready to bake the texture. First, select the cable, then select the cylinder to be baked to. The cable should have a dark orange outline, and the cylinder a light orange one. This is what selected to active does. the active is your cylinder, the selected your high poly cable. Hit the Bake button, wait a second or two, and you should have your normalmap. Save the image in the UV editor, set the color space on your image node to Non-Color (can’t stress this enough), hook it up to the normal node on your Principled shader through a Normal Map node, and you should have your low poly cable.
how did you do the cylinder unwrap
just one seem in the back and unwrap it or did a cylindrical unwrap ?
thanks
happy bl
Renzatic
(Professor Emeritus Billy H. Wafflesmith XIV Esq.)
15
Are you trying to get the silhouette in there too? That’s something you won’t be able to do with just normalmaps alone. You’ll need some geometry in there to give your surfaces curvature beyond what the normal provides.
Here’s my file if you want to check it out though. Had to delete the image, and decimate some of the geometry off the cable to fit it in the 5MB limit here, but the basics are all there.