Hi guy's, i need help for bake normal map in Blender.
I use CRF 2021 by LC Creations.
https://forum.mxsimulator.com/viewtopic.php?t=54712
(Basic normal map from LC Creations :
)
I modified the bike a little and I would like a new normal map.
I started by duplicating my model.
I creating a low poly model from my model using the modifier decimate to 0.5.
I select the low poly then the high poly.
I create a new image (4096*4096)
I create an image texture and select my "normal map" image. And select "Non-Color". (I tried without too)
Then I go to render. I select cycles
Bake type : Normal
I check select to active.
Extrusion : 0.000
Max ray distance : 0.05
But here's what it gives me :
Of course i modified my UV MAP
My UV MAP :
I tried to modify several parameters (extrusion, max ray distance).
More decimate on low poly.
But nothing to do.
Extrusion : 0.001
Max Ray Distance : 0.050
Extrusion : 0.001
Max Ray Distance : 0.010
Extrusion : 0.010
Max Ray Distance : 0.010
I followed Guru's tutorial but it didn't give me the answer.
https://www.youtube.com/watch?v=0r-cGjVKvGw.
Does anyone have a solution?
Another question, should I export the high poly or low poly in .jm for mx simulator?
For now I'm doing the HP.
Thanks for reading me
Need help normal map :?:
Re: Need help normal map :?:
My Discord if you want contact me :
danyt4504
danyt4504
-
- Posts: 2449
- Joined: Mon Nov 01, 2010 11:47 am
- Team: SplitFire
- Location: Germany/Bavaria
- Contact:
Re: Need help normal map :?:
I honestly don't think you understand what a normal map does and how you create it.
First of all you don't bake a normal map from a whole bike model because it gives you all these ray errors (the most obvious are yellow).
I'd recommend xNormal:
https://xnormal.net/
If you want to bake a normal map for let's say a front numberplate, export the low poly version and name it something like:
front_numberplate_lowpoly.obj
then export the high poly:
front_numberplate_highpoly.obj
and load it in xNormal, the program is self explaining for the most part.
You should ONLY export the numberplate in this case, no other part. It also helps to scale both parts up a little.
First of all you don't bake a normal map from a whole bike model because it gives you all these ray errors (the most obvious are yellow).
I'd recommend xNormal:
https://xnormal.net/
If you want to bake a normal map for let's say a front numberplate, export the low poly version and name it something like:
front_numberplate_lowpoly.obj
then export the high poly:
front_numberplate_highpoly.obj
and load it in xNormal, the program is self explaining for the most part.
You should ONLY export the numberplate in this case, no other part. It also helps to scale both parts up a little.
*fancy signature*
d4u5d6u7 wrote:good staff, nice skins, like
Re: Need help normal map :?:
Hi Andy, thanks you a lot for your response
The basic bike I have, is it a high poly or a low poly?
How do I know what size I should enlarge it to? because it will no longer correspond to my UV map
The basic bike I have, is it a high poly or a low poly?
How do I know what size I should enlarge it to? because it will no longer correspond to my UV map
Re: Need help normal map :?:
Once I have my modified piece in blender.
What should I do?
Is this piece a highpoly or a lowpoly?
- I duplicated my piece and used the "Decimate" modifier to create a low poly by setting it to 0.7.
- I then exported in .obj my base piece which I called "hp" and my new piece in "low"
- I put both parts in xNormal and set the parameters like this: (J'ai touché a rien d'autre).
But here's what it gives me :
What am I doing wrong?
What should I do?
Is this piece a highpoly or a lowpoly?
- I duplicated my piece and used the "Decimate" modifier to create a low poly by setting it to 0.7.
- I then exported in .obj my base piece which I called "hp" and my new piece in "low"
- I put both parts in xNormal and set the parameters like this: (J'ai touché a rien d'autre).
But here's what it gives me :
What am I doing wrong?