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I baked normal of the right object onto the left, checked normals orientation, set color space to non-color, float 32 bit. And this is the result:
I had both object having triangulation modifiers with “fixed” quad method before baking, not looking very bad until i switch to ortho view:
Any helps is appreciated.
goorman
(Sergey)
2
Hi,
If I get it right, orthographic view cannot show HDRi because the camera is too long, thus it shows only one pixel of your HDRi
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Thanks for your answer, do you think this normal map is acceptable if I want to use it for Unity?
goorman
(Sergey)
4
I am not fimiliar with Unity, but here’s what I’ve just found on the internet:
https://blender.stackexchange.com/questions/186612/getting-weird-normal-map-where-mesh-is-completely-flat-and-how-to-bake-normals
and this:
Based on that can assume that it’s possible to do and can make some sense.
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