Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 31-03-2013 , 08:37 AM
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Normal Map bake, eyes split at verts?

Hi, thanks for reading this, your help is greatly appreciated.

I baked a normal map from hipoly to low poly mesh. The mesh is a character. The eyes are split by the vert of the low poly and looks very bad. (See attached image). Also, the normal map shows UV edges for some reason, as if it were textured with a UV snapshot.


Last edited by bpears; 31-03-2013 at 11:44 PM.
# 2 31-03-2013 , 11:09 AM
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Could you show your UVs for this...................dave




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# 3 31-03-2013 , 09:26 PM
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Here is UV snapshot, it is not proportioned/optimized in space yet, but for testing. Do I simply not have enough geometry going on for my low poly? I was hoping to get away with under 3000 tris.


Last edited by bpears; 31-03-2013 at 11:44 PM.
# 4 31-03-2013 , 09:37 PM
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In the advanced options of transfer maps, I tried "match using:" -"geometry normals" instead and it worked a little better, the eyes are not broken up. However they are pulled apart making the character look bad. And I can still see the edges of the mesh, as if UV snapshot was textured on.

# 5 31-03-2013 , 09:54 PM
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Try going to your UV edit select UV then marque select all the in your UV edit merge UVs set the tolerance to some thing like .001.............dave




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# 6 31-03-2013 , 10:19 PM
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Tried it, didnt make a difference. I think I just need more geometry around the eyes, but still doesnt explain the edges showing like that. Also, are you supposed to diffuse texture the hipoly before you bake? or diffuse texture the low poly after bake?


Last edited by bpears; 31-03-2013 at 11:08 PM.
# 7 31-03-2013 , 11:45 PM
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The edges appearing was due to having hard edges on the normals, once i softened the edges they went away. I believe the rest of the problem was just trying to normal map too much with too little.

# 8 01-04-2013 , 11:51 AM
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Thanks for sharing that info I had not seen that before.................dave




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