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I'm getting comfortable with normal-map baking in Maya.

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Normalmaps.png
70KB, 796x613px
I'm getting comfortable with normal-map baking in Maya. I've made a high-poly cube (background) and it's low-poly, normal-mapped equivalent.

There are three problems with the map: distortion (the obvious lines that appear on the map) and blurriness, both of which I know how to fix, but one thing I don't quite know what to do with is the edges of the model that appear to be either extremely highlighted or shadowed depending on the lighting. The effect bleeds over a little bit too far for my liking; the high-poly cube has this effect, but it is not as prominent as it is on the low-poly model.

Do you guys know how I can reduce this without sharpening the edge?
>>
1. Make sure your "Fill Seams" value is high enough for your given texture resolution.

2. If you have any hard edges on your surface normals, you need to put a UV split there, or else you'll get that edge-shading issue.

These are general rules for any 3D package.

Watch this video:
https://www.youtube.com/watch?v=ciXTyOOnBZQ
>>
>>506420
They were already split, but the "Fill Seams" value fixed it.
>>
Open the map in paint and touch up using (128,128,255)
>>
>>506462
Learn to read last comments on threads before replying... It was already answered with the proper solution.
Thread posts: 5
Thread images: 1


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