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Guide: How to Bake Normal Maps

Environment artist Leonardo Iezzi shared a list of recommendations, which will help you to make better textures.

Environment artist Leonardo Iezzi shared a list of recommendations, which will help you to make better textures.

I’ve been spending a lot of time testing how to bake normal maps from high poly meshes. I think a lot of 3d other involved in the game industry share this passion/chore. I got to a point where I’m pretty much confident with it. But, today, as the industry is growing, beginners usually start directly to learn super powerful software, not taking care of the basics. And the basics are important.

So I made this little tut/diagram, in order to help people to achieve even better results and make the video game industry a better place to work. Big thanks goes to all my colleagues because it’s also thanks to them that you know what you know.

Now you know how to bake a normal map! So do it properly from now on.

Leonardo Iezzi, Environment artist

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Comments 2

  • pixaeiro

    Ant, placing floating 3d models is easy only if they don't carve into the material. Opening a hole on your 3d model is very difficult and in this case the best solution is to use a technique like the one described by Leonardo.
    As an alternative you can also use normal maps or groups of maps to compose your textures: http://polycount.com/discussion/178842/no-more-bad-normal-maps

    0

    pixaeiro

    ·7 years ago·
  • Ant

    Gotta disagree about stamps, it's maybe faster but only if you need few of them, otherwise I would prefer to use floaters. It's easier to place them where you want, the size you want and also copy them with array, than using stamps, which become different all the time because you forget what brush size settings was. I'd rather copy 200 floaters with arrays or generators than stamp 200 of them in painter.

    0

    Ant

    ·7 years ago·

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