Blender 2.8 / BAKING NORMAL MAP / SHADING / HARD EDGES
Greetings, folks! In this tutorial we are baking a normal map for meshes with different shading.
General steps for baking a normal map:
1. Create a cage object with your low-poly mesh. Displace it as to let it cover both high-poly and low-poly mesh. Use Displace modifier.
2. Mark all angled hard-edges as UV-seams.
3. UV-unwrap your mesh.
4. Keep your UV-islands proportional and as big as possible.
5. Set Margin between UV-islands to . If it does not help, try a different value. Not too close, not too far.
6. Create a high-resolution 32-bit texture with color space Non-Color.
7. Set Margin to 64px for 8K, 32px for 4K accordingly.
8. Select the high-poly mesh first, then the low-poly.
9. Select the texture-node for baking.
10. Hit Bake.
Here’s the blend-file with meshes and normal maps from the tutorial:
One of the examples is based on one from this video:
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