How to Bake Normal Maps in Blender without Skew! [TUTORIAL]
Have you tried baking Screws, Nuts, or Bolts in #blender and the normal map looked weird and bent? Here is a simple fix! Shout out to Warren Marshall for this technique, be sure to watch his video for more details: https://youtu.be/USGFRzQWxdI Also check out "The Toolbag Baking Tutorial" for an excellent breakdown of baking and things that can go wrong: https://marmoset.co/posts/toolbag-baking-tutorial/ Timestamps: 0:00 High Poly vs Low Poly + Normal Map Comparison 0:24 Normal Map Skew Example 0:41 Bent Vertex Normals 1:13 SOLUTION (Loop Cuts) 2:27 How to Bake Normal Maps in Blender 2:44 Baking Normal Maps with a Cage 3:12 Use Triangulate Modifier on Low Poly and Cage 3:36 Create a New 32 Bit Image at least 2x larger than needed 4:04 Set Flat Normal Color: (R=0.5, G=0.5, B=1.0) 4:14 Set Color Space to "Non-Color" 4:28 Select the New Image inside the Low Poly Mesh's Material 4:51 Disable Mirror Modifier Render and Check UV Overlap Before Baking 5:35 Select High Poly Meshes First, Select Low Poly Last 5:50 Change to Cycles Render Engine 6:02 Adjust GPU Render Settings 6:12 How Render Samples Affect Baking in Blender 6:58 Swizzle Settings: +Y vs -Y (Open GL vs DirectX) 7:38 Enable "Selected to Active" and "Cage" 7:58 Bake the Normal Map 8:21 Final Result
Download
0 formatsNo download links available.