Hey guys, I’ve been learning how to use normal mapping to add extra detail to my high-poly models, and I’ve been having a little trouble with getting the projection mapping to render properly.
I’ve unwrapped the model, created the higher-poly target and done my projection cage (there are no red areas on the rendered texture).
Problem: When I ‘render to texture’, I get strange occurences in the normal map. It has something to do with the lighting system. I followed advice and used a skylight (to illuminate all of the mesh), but I’ve been experiencing the strange effect you see below (image 1). I can also manage it to render without any shadows (flat colour), but then it’s effectively just a diffuse map!
I’ve also tried just using area omnis (image2), but this creates an inconsistent effect. I’m trying to acheive and even effect.
I’m open to suggestions on casting the shadows, perhaps with mental ray?
I’ve also noted that as I change the Ray bias settings of the skylight the weird checker pattern (from image 1) fades to a flat colour, but I still can’t make the detail of the high poly model stand out.
I think if I could find an ambient occlusion setting ithin the light or texture (it’s just a standard at the moment) that would sort out my problem, but I’ve seen this done in multiple tutorials where it seems alot simpler than this.
UPDATE: I’ve been stressing over this for hours now, why does it have to be so complicated? Is there a way to render to a normal map without having to worry about lighting? I see people render their normals out with nothing but a skylight, and they acheive great lowlights in their maps, the only way I’ve been able to do so is using omnis with my skylight, but they don’t light the head evenly.