I have been battling with normal maps for a few days now. It seems when I get one thing right some other things go wrong.
Firstly. I’m not getting tangent maps right. They seem to come out a plain flat blue. So I use object mode but when I bake it, it seems to follow the uv contours of the low poly model’s uv map and squaring certain regions. Please look at the attched normal baked map. You will see that there is some seriously bad angles around the eyes. Aaanyway…
Next. When I map the normal image to the low poly model (using the normal setting in the texture option as well as the map-to option) it seems to map the colours of the normals in greyscale and not the height. When I don’t use the normal button setting in the texture panel, it seems to map like a bump but really looks horrible,… even with 25 nor!!! :eek:
So how do you get a smoother normal baked image from a high poly ver (multires) model that was originally uv mapped on a low-resolution setting? Jeesz, it’s even hard for me to make sense of this and I’m writing this! so if you don’t follow,… I understand.
I’ve tried using a normal map with a material setting with three textures. It kind of works but when I map the bloody thing it leaves these horrible seams! :mad: And also, look at those shadow areas. The whole model seem to be going toonish…it’s crazy.
I’m going home to try again (with some new guides and tutorials) but I’m really lost. Maybe I’m working the wrong way and I only need bump maps. Maybe all this sculpting work was actually a waist. Dunno…
Thanks for checking this out!