Despite not doing any traditional texture baking, it's always good to remember how normals will be rendered. This video demonstrates problems and solutions when baking normal maps as it pertains to UV layout and smoothing groups.
CrateA is currently adopting the first solution, which is to say it uses face weighted normals and split UVs accordingly. It'll be interesting (and perhaps problematic) to see how a painted and/or diffuse-generated height map can be used to create the normal map in Materialize.
More Normal map info
Types of Normal Maps & Common Problems
Toolbag Baking Tutorial -- The last 25% has some advice for tips, tricks, & solutions to common problems.
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