I spent hours looking over different ways to bake normal maps from high poly to low poly meshes. I feel like an idiot.
Every time I try it, the closest I get is an ugly mess. This is what it looks like as an asset in UDK.

I've tried it in 3DSM, Maya, and xNormals and I get similar results each time.
Here is the high poly test I've been playing with.

And here is an average normal I get. (Only jpg for this example).

I've tried to have the low poly as just a plane with smooth normals that goes where the grout is between the bricks. I would have thought that worked based on what I've read. I've tried creating a low poly version of the entire wall to see if that worked any better, but I still got the same poor results.
Can anyone tell me what the hell I am doing wrong? Does the problem look familiar.
Every time I try it, the closest I get is an ugly mess. This is what it looks like as an asset in UDK.

I've tried it in 3DSM, Maya, and xNormals and I get similar results each time.
Here is the high poly test I've been playing with.

And here is an average normal I get. (Only jpg for this example).

I've tried to have the low poly as just a plane with smooth normals that goes where the grout is between the bricks. I would have thought that worked based on what I've read. I've tried creating a low poly version of the entire wall to see if that worked any better, but I still got the same poor results.
Can anyone tell me what the hell I am doing wrong? Does the problem look familiar.
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