When Normals aren't so Normal
Required Software: Blender 3D, Photoshop (GIMP is fine too) Have you ever attempted to improve the efficiency of your 3D Models with Normal maps, only to be met with the disappointment of: Missing Geometrical Details Green Artifacts Broken Seams Inconsistent patterns Reducing these details can require a multitude of solutions for clean, visually accurate surface detail, while reducing vertex count. This can be paramount to ensuring for perfomance and effeciency in real-time 3D engines, especially when intended for Rigging & Skinning bones. Before you start baking: Make sure that in your active mesh, your normal map is unconnected and the texture is selected (white selection line). Missing this will cause a Circular Dependency error and Texture not found. While creating the high-to-low-poly mesh this is a particular problem as the circumstances for each Texture Bake has different mesh translations. Take this Normal Bake for example: When using "Selected to Active" to tran...