Normal Map Baking

Today in lesson I looked into creating a normal map for a sci-fi crate that I have been working on to make it seem high poly whilst still being quite low poly and not very intensive on the engine.

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I started with this crate, I unwrapped it using Mayas automatic unwrapper.

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I then made a duplicate of the crate and added some detail to it to make it more high poly and to test normal maps out.

I used layers for this which is something I am not used to however for this I had to so I made both of the boxes their own layer so that they could be made invisible easily at the press of a button.

I then lined them up and changed Mayas mode to rendering and shading and selected transfer maps in that list of options.3.PNG

I was presented with this which allowed me to put in options for it.

I started by adding the high poly version to the source meshes and selecting the normal output maps and selecting the output place. I then selected the quality under maya common output and set it off to bake the normal map.

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You can see here my renders ended up looking quite good however I feel like on my normal map version it is quite obvious that it is flat so in the future I need to look into alternatives to use for this to see if it is possible to bake out a better normal map than this.

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