normal mapping dragon

So I made a low poly and a clay dragon and I would like to bake normals on the low poly mesh.


I never did normal mapping before so I’m not really into it. However I tried and the outcome was a weird normalmap, partly good but most parts of it are broken. Major problem seems to be that the low poly mesh is for most parts not on top of the high poly mesh. Is there a way to easily fix this without adjusting the hole low poly mesh to be on top manually? (which would be alot of work)


That looks like a workable match to me. When you bake, make sure you select high-poly first, low-poly second, then under Bake tick the “Selected to Active” box and set the Ray Distance to something small, like 0.05. You may want to try a bunch of low-quality bakes at first (with a smaller texture size, for instance) until you figure out an optimal Ray Distance setting. If it is too small, you will have gaps in the baked texture – most easily seen with Normal maps. But if it’s too large, your Normal Map will be too flat.

What does it look like when you bake?

NOTE: You can use the shrinkwrap modifier to match up your low-poly to your high-poly with more accuracy, if you like. Sometimes this gets messy with complicated models, though.

the shrinkwarp modifier worked pretty well, thanks! If I turn the ray distance to 0.1 there are no gaps in the texture, yet the normal map is very weird for most values I tried.



If I render the mesh it gets even weirder.


Problems seem to occur where I made seems in the uv map and I have totaly no clue what the hell is going on with the wing:spin:.

Change your Image Texture from “Color” to “Non-Color Data” – I bet that will fix it.
(Though you might need to change that before you bake… not sure…)

Fiexed it! Thanks alot! I will make sure to post the result of this project when I’m done (which might take a while tho).