Blender 2.8 / BAKING NORMAL MAP / SHADING / HARD EDGES

Greetings, folks! In this tutorial we are baking a normal map for meshes with different shading. General steps for baking a normal map: 1. Create a cage object with your low-poly mesh. Displace it as to let it cover both high-poly and low-poly mesh. Use Displace modifier. 2. Mark all angled hard-edges as UV-seams. 3. UV-unwrap your mesh. 4. Keep your UV-islands proportional and as big as possible. 5. Set Margin between UV-islands to . If it does not help, try a d
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