For three days I’ve been trying to bake a normal map of a character. It is not working. I’m following these instructions to the letter, but every time, I get horrible artifacts. At this time, all I’m trying to do is bake a sub-surfed version to the low-poly version. So, I;
-Have the low poly mesh, UV-unwrapped with an applied image.
-Make a duplicate, to which I apply 4 levels of multires.
-Select the high-poly one, then the low poly one, and perform a normal bake with the settings (Selected to Active, Dist:0, Bias:0, Tangent, Quad Split Auto)
-Blender thinks for a second and writes the texture as expected.
-The normal map is completely wrong!
So, I guessed maybe the problem was that either my model was too complex (it has several sections that run parallel to each other very close, in some cases overlapping) or just not airtight. I broke off a small piece of the model, closed it up, and tried again, but it’s still just as bad.
Low Poly: High Poly:
I attached a .blend of the high and low-poly versions. Am I doing something wrong? Is the shape of the object just too weird?
I’m running blender 2.49b on OSX 10.6.6. NVIDIA GeForce GT 330M, 2.4GHz i5.
On an unrelated note, I think the documentation on normal mapping should say that you must have GLSL enabled to see normal maps in the BGE and viewports. That really threw me off for a while.
normal_test_plate.blend (1.01 MB)