06-23-2012, 11:01 AM
Not sure if this is the appropriate place to ask for assistance, apologies if it's not.
So here's my problem; I'm trying to normal map the shotgun model following every tutorial on how to normal map in blender. The low poly model is one mesh object, the high poly version is made up of many separate mesh objects. Following the normal mapping tutorials results in disruptive grain and also the maps of other objects that do not occupy the same 3D space appearing on maps of unassociated UV islands. When I use the same techinique on something simpler, for example a cube with cylinders in its projecting from its faces, it results in a pretty good normal map. This same problem occurs when I try to map the diffuse texture of the high-poly shotugn onto the low-poly shotgun. Increasing the bias to 0.001 reduces this effect but does not eliminate it.
Any idea why this happens?
So here's my problem; I'm trying to normal map the shotgun model following every tutorial on how to normal map in blender. The low poly model is one mesh object, the high poly version is made up of many separate mesh objects. Following the normal mapping tutorials results in disruptive grain and also the maps of other objects that do not occupy the same 3D space appearing on maps of unassociated UV islands. When I use the same techinique on something simpler, for example a cube with cylinders in its projecting from its faces, it results in a pretty good normal map. This same problem occurs when I try to map the diffuse texture of the high-poly shotugn onto the low-poly shotgun. Increasing the bias to 0.001 reduces this effect but does not eliminate it.
Any idea why this happens?
How long is a piece of string?