Blender normal map looks weird The meshes $\begingroup$ It's hard to say why those mixed hues appear on the borders however if looking at the UV map it's seen that they are around UV map, so this is the result of Margin setting (although afaik this still shouldn't happen). The normal maps work fine when used with the internal blender render engine, but in my case I used the map as normal map in Mari, which gave me wrong results. This is what the material looks like after the bake: I've also included the blender file and So I ran into a problem while baking my textures. Stack Exchange From my perspective and looking in your blend file, you don’t need a normal map. There could be multiple causes. Like if you rotate the cylinder, the face that used to point in object $\begingroup$ 4 is a very high strength for a Normal Map. 83. Here is my normal texture as seen through the viewer node in the same In the image it looks like you are using sRGB space in your [image texture] node, you want non-color / linear space for normal maps. Take a look at the HDRI that substance was using and see if But the resulting normal map looks like the one in my screenshot the Blender Artists is an online creative forum that is dedicated to the growth and education of the 3D Blender is a free and open-source software for 3D modeling, animation, rendering and more. However, the normal map doesn't look quite right: If I look In my work I create game-optimized versions of highly detailed models, and in that process I bake normal maps using Maya's 'Transfer maps' tools. The issue is on both models, the normal map was generated in zbrush, and then over to Quixel. We were doing cost-distance. this is what it looks like with the normal map applied: https: Strange Normal Map Baking Issue . 8 (latest beta atm). In Substance painter it looks just fine, so I'm at a loss as to why this is happening. The map looks really weird it has some sharp edges if $\begingroup$ Your normal map is referenced as sRGB in Blender, when it should almost certainly be non-color. The diffuse, the normal map, the specular map and the subsurface scattering map. I'm on a relatively powerful Windows computer, running Blender 2. However, when I apply this normal map in any program (Blender, Unreal, Unity) there are seams on it. If it's from the top, then the normal map will work unmodified, but if Normal maps can cause a lot of problems, and they can be quite exhausting to debug. Developer. It . Normal map baked by blender: Naturally i installed Non Color value. It is possible that you have normal map intensity waaaay more than 1. Your Normal Map has a lot of straight lines in it that may be causing the "Lines" on your barrel (Not the shading). create Normal Map node and connect normal image color to normal map color. The mesh and UV are mirrored. It just looked confusing since you were using the same or a very similar normal map texture as your colour texture. I have a mesh that I added a normal map to (The cylinder is a placeholder for Why does my normal map baking look so weird? It has these seams in a perfectly flat surface, plus all the edges are blocky and look pixelated. However, the normal map creates really weird shapes on my mesh. 10 macbook pro 15" mid2014 NVIDIA 750M & iris pro **Blender Version** 2. Or maybe you baked the flat shading into the normal? What does the normal map look like? I'm trying to add a displacement map to a brick wall in Blender. 73 **Short description of error** I created a file in windows, when I open the blend in OSX the material don't work properly in the viewport Also apply weighted normals modifier in blender, see if that helps with the weird artifacting since that doesnt look like a normal map issue edit : did you remember to select the high poly mesh in Not at first but after renaming it or using a copy of the same normal map, then the issue becomes visable. I don’t actually know if it affects the actual way the normal map works, but this has occurred across a few of my meshes. But somehow my UV map looks like this. (This I've drawn this line that affects how the normal/height textures look on substance painter: However, when I import all of this into Blender using the node wrangle, it looks I've gotten the same results in Blender 2. Modified 5 I tested in Substance Painter and Unity to see if It was a Blender Related Shader It's usually hard to diagnose normal map issues without a file. Unsolved So i ripped a model from a game, and while editing it on Blender i noticed it came out with inverted normal maps (for example, cavities were prominent and the prominent were cavities, all of that and more) i want to know if its possible to make the model handle normal maps in a different way, so i don Change the colour space of the texture node containing the normal map from sRGB to "Non-Color". For the baking on the cube, I have a procedural normal map that I want baked onto a 4k image for a game I'm making. New Issue. I've tried subdividing, subsurface modifiers, displace modifier, setting up my displacement map with nodes, and making sure settings under materials were set to This is a common quirk of blender unfortunately I just try every options related to the normals and of them will works (most of the time enabling or removing auto smooth) Sometimes weighted Use in Blender should be good-enough from that SP-baked image, provided you invert the green channel of the normal map for DX->OGL. Hello! I'm currently following along a blender character creation course, and all has gone fine & well. I've had issues with baking before, but this one is new. 7 stable versioin **Short description of error** This issue appears both on eevee and cycles. This is ugly and I'm not sure why its Basically, the RGB has Red and Green, but not much if any blue. Those are no longer valid under most kinds of deformation. Imported the OBJ into a new blender file, unwrapped the mesh from scratch, tested lighting with a normal map - everything seems to work correctly without bizarre stuff. Blender uses OpenGL normal maps, so the easiest way is to just switch the texture. Projects; Docs; Blog; Forum; Builds; BLENDER. edit: typos. Baking normal map causes weird shading. 5 gray values for multiply So, I wanted to try creating some normal maps from sculpted skin details (specifically goosebumps). Finally, hit Bake! And there ya go! You can save If you make a normal map in Blender but plan on using it in a Direct3D game, you'll want to open the map in an image editor (Photoshop, Gimp, Affinity Photo etc), switch to the colour channels view, switch to the green channel, and use an invert operation to flip the shading round the right way. %%% In combination with a normal map there are quite a lot of rays that never leave the surface again, because they are "reflected inwards" relative to the face I just added a new one and it looks like it works (internet was being weird last night) Reply reply Blender is a free and open-source software for 3D modeling, animation, rendering and more. It’s a very common issue, which is typically fixed by setting the normal map to non-color, but it doesn’t work and I couldn’t find any other solution. That being said you will have to bake your normal map with Blender 2. Blue represent the relative direction of the normal (face), hence having 0 or an extremely low value means the baked normal is opposite to the surface it's applied on. The one on the left is with shading set to . I did almost all the tutorials i could find but it is still giving me strange colors. I ran into a number of issues due to not selecting Non-color data when baking, while also This happens when you have smooth shading turned on on the base mesh. Edit2: I'm very blind. Your quads are converted to tri's internally by Blender- and the way the fabric is catching the light it looks like the bump is working on the mesh properly. I'm not transferring normals; I'm just baking into an atlas for multiple assets. co/DbpRXZ4 What could be the problem? I’ve used Quad Remesher addon for automatic retopology to lowpoly, and applied a Shinkswrwap modfier, like the tutorial i’m following on youtube On top of the info I have typed, my normal texture is 2048x2048, but i have tried with higher res, giving the same results. Normal Map Really really dark . If this won't fix your problem, I would like to see the normal map~~, as well as the relevant node setup~~. Copy Link. Here's a render of the same model with different textures (earlier iteration that I then added more onto) that I did like a year ago, no clue why it I got it from another artist, who used it inside 3dsMax. When baking normal maps either with the new 'bake from multires' or the old baking method, I get normal maps which do not work when used outside of blender. 1 the normal map is in 4096*4096, before I baked I put the high and low poly in shade smooth, I I have a problem with a normal map. Sometimes, you Blender normal map baking incorrect #85475. I’m trying to convert the assets to blender. %%% In combination with a normal map there are quite a lot of rays that never leave the surface again, because they are "reflected inwards" relative to the face You seem to have an sRGB space normal map, which Blender doesn't handle well (not entirely sure why it chokes on them, but it does. jpg") as the texture, it looks consistent. System Information Operating system: Windows 10 Graphics card: Quadro P2000. In the image below you will see a grid looking discoloration in the normal map. . 66 and 2. I'm The normal pass is selected But the result is not how a normal map normally looks like I’ve tried a workaround that I’ve found online: With 0. The reason it appears wrong is because the normal map is using tangent space (which is what you usually want) - tangent direction is based on the UV map, so there will usually be a difference in colour where Tangent normals, weird seam when mirroring #26996. To fix this, simply enter edit mode, select the whole mesh (A), right Hello I am new to blender and trying to create a cave for a game using Blender. But it works terrible as a normal map on my lowpoly. Maybe it is a Blender 2. In this case I'm baking from a multiresolution modifier and the map seems to get Hi everyone, I’ve a problem, I try to understand how bake a normal map from a sculpt, but the results is weird I’m on Blender3. While using smooth shading, simply add a I downloaded 2. Modified 7 years, 11 months ago. But it's baking some weird colors and I have no idea on how to fix that issue. I made my first attempt at baking a normal map, using the default model with a duplicate with a few tiny brush strokes and then baked. $\endgroup$ – Christopher Bennett Question: I have a need to render a normal map as a texture. Edit. But when I use it (a Normal Map node of Cycles Make sure to select "Tangent" for Normal Space in the Bake Panel. Weird green/orange spots on my normal map? Hello! I'm currently following along a blender character creation course, and all has gone fine & well. You need to be looking at the effects of the normal map. I’ve created a building and I now need to add a UV Map to it. Booted up a multires modifier, sculpted the goosebumps in with a brush I made, then baked from multires a normal map. You want your low poly to be smooth-shaded (no autosmooth), without self-intersection, Hi, I’m trying to set up some materials from a game (Splatoon 3) and i’m running into an issue with some of the normal maps where the shading of them doesn’t seem to be Why does my normal map baking look so weird? Unsolved It has these seams in a perfectly flat surface, plus all the edges are blocky and look pixelated. I had tried turn the Normal map to Hello, I am having trouble getting beveled edges in a normal map. Also the Image Blender Artists is an online creative forum that is dedicated to the growth and education of the 3D software Blender. 83 before), added subdivided cube and baked simple normal Blender Artists is an online creative forum that is dedicated to the growth and education of the 3D software Blender. The images aren't packed into the file, and it's not clear It looks a bit better now, with less noticeable normal edges but idk, still doesn't look alright. 0. 14 (I cleaned all the previous settings in AppData\Roaming\Blender Foundation\Blender\2. Use the triangulated version of the low poly, not r/QGIS • First image is my map, second is what it is supposed to look. Are you sure the cage completely surrounds the normal? UV map looks fine, no overlaps and stuff. Any Hi. Try ctrl + n (Recalculate Outside) or have a look to F9 Mesh Tools So I suggest to try different space on the Normal Map node in Blender, or bake in ZBrush with different settings. obj of the model and one as alembic. Normal maps look like crap Looks to me like everything is working as intended. It's (r188,g188, b255) if that looks weird on blender - The official Blender project repository. However, I’m struggling to properly create a glitch/artifact free Normal map. Does that fix it? Some normal maps need "swizzling"-- exchanging the R and G channels, and or inverting them (0-1 becomes 1-0). $\endgroup$ – Christopher Bennett I have a problem with a normal map. The colors are not immediately intuitive. It looked like it was going **System Information** OSX 10. This is the method usually used in video-games. Anyway enable Non-Color Data for Image Texture node with normal map. Weird inverted normal map issue . Most normal maps he’s giving me are acting weird like that. I have found, from using Maya's normal map baking tools, that Blenders' own normal map baking is Yeah, honestly I wouldn’t use the blender normal map baker at all. Now it looks like a bug. Q1 - Aanyone know why my baked Normal map is This'll just make the normal map look a bit cleaner, you can leave it at higher values if desired, it shouldn't affect the normal map. There are other Normal Spaces and normal maps in It looks to me a little like the normals were partially flipped, but I already recalculated them. Connect "Image Texture" to "Normal Map" Connect "Vector Transform" to "Image Texture; Vector" and put it to Vector setting: World - EDIT: It might just be that your normal map has it's blue channel stripped in that preview that made it look like it was not a correct normal map. So, I wanted to try creating some normal maps from sculpted skin details (specifically goosebumps). But the normal map comes out Hello everyone, When i bake a Normalmap in Blender and use it, it makes the whole mesh shiny and reflective and creates other issues like visable seams/patches. The first and foremost is that you have many edges marked "sharp". In Blender, if I set my low poly cube to flat shaded, and bake from the high poly, I get this result in Blender It So today I started using Blender's baking feature to bake normal maps down from a high-poly. Even if use a random asset that i did not make myself and replace one of its normal maps with the same, just renamed normal map, it creats the issues. $\begingroup$ Can you I’m trying to bake high poly normal maps onto my low poly objects but for some reason the normal maps keep coming out pixelated. 57 has been confirmed to work many times since then incl. Here's the whole scene set up in UE4 (after modeling in so I have a arm model, and I baked a normal map for from a sculpt. I’m baking 4K textures and have tried why does shading look better when normals are inverted? I baked the normal map of my sculpted rock onto the low poly mesh. I am attaching 2 normal maps that I got. $\begingroup$ Try selecting your Normal Map in the UV Editor to see how things are arranged. Normal Map Baking Looks Blocky Help! Share Add a Comment going to bake from the render resolution to the preview. The fabric itself looks very like the Ok, there are a couple of problems here. they both looks about the same. blender - The official Blender project repository. 82. I've baked a normalmap from highpoly to lowpoly model, and this normal map looks perfect. This is literally invisible to the naked eye but in a game you can see it depending on the angle. 4. 31 votes, 10 comments. Making it flat shaded or enabling autosmooth should fix the issue. Following Blender Guru’s anvil series with minor changes. I’ve attached a screenshot. Here is a list of the most common normal map issues that people experience in Blender! Wrong In the below image you can clearly see that the topology of my low poly mesh is somehow impacting the normals even though I've assigned a normal map. When i apply the normal map, Blender Artists is an online creative forum that is dedicated to the growth and education of the 3D software Blender. After messing with the colors The mesh is ported through a game. but yeah, wouldn’t really recommend the blender baker. Generally it looks best to stay below 1, and many maps look best around the 0. But when I use it (a Normal Map node of Cycles Baking Normals in blender - Normal map completely blue. The first is Math node allows lots of predefined operations-- basically everything you'd ever need. 49b $\begingroup$ BTW, png is fine-ish because it can do 16bis, but ideally you want 32bits if you can, so that would often be tga raw or exr. There are 2 models: low-poly and high-poly. I had tried turn the Normal map to Normal map causing roughness to act weird, like a projection. 8 problem. Open. 253K subscribers in the unrealengine community. i made a High poly version and Low poly version but i made a rough uv mapping by using smart project I am trying to use some baked normal maps from blender in substance painter and I noticed something strange with the output of my normals from blender. If the rays don’t hit the high-poly mesh (because the low-poly mesh is The results are correct. But a strange effect remains across most of the mesh, it appears like a wet stain, and the . Is anyone know the problem please ? i Hello, I am new here, I use blender 3. by myself. Some of the UV islands intentionally overlap for the purpose of mirroring certain details and conserving space. You can turn on and off smoothing, do loop cuts, holding edges, slice polys heck, I tried all that myself, nothing will It looks like your model is what's causing this, I went in and looked at your normal maps and the bevels are present in the normal map here: So to test I disabled the So I’ve imported a Normal Map along with other texture files into UE4 for my model. Why is this happening? This is the high poly model that the normal map is coming from. 73 **Short description of error** I created a file in windows, when I open the blend in OSX the material don't work properly in the viewport In general, you can't judge a normal map by looking at the normal map itself. This problem is so weird,the normal map will make the surface shape. When I apply only the The normal map image represents the remapped object space normals of each sample. It's a little drop-down menu about a third of the way down the node. I think a lot of it also comes down to lighting. Connect Node "Normal Map" to Normals. 3. ORG but it makes the reflection look correct as far as I can see. Though, one way to get away with decent-enough details is to have a map that was blender - The official Blender project repository. However, choosing the normal It looks to me a little like the normals were partially flipped, but I already recalculated them. It comes with 4 textures. I get weird black artefacts on my model when I go into rendering mode (it looks fine in Material Preview). It's a good idea to repeatedly toggle the SubDivide UV's option for the generative modifier to make sure nothing weird The reason that the lighting looks strange is that the low-poly model uses triangles instead of quads. Hello, I have a problem with a normal map on my character. Incorrect tangents will flip the normal map direction, making it look like it protrudes ouwards when it should cave in (and vice-versa), similar to having Using a DirectX Normal Map. The Blender Artists is an online creative forum that is dedicated to the growth and education of the 3D software Blender. You can really see the wireframe in this So as I said, I can't seem to get normal maps to bake correctly, and I'm having trouble finding information online on what exactly is going wrong. Ask Question Asked 5 years, 5 months ago. Any help is appreciated. its baking to the same resolution right now and getting some weird recursive noise. 1. To calculate the normal map Blender shoots rays from the low-poly mesh to the high-poly mesh. The normal texture is set to non color and linked to a Hi there. Is there any way I can fill up those empty spots to make it kinda look like the second image. But when I create the material for the mesh, my normal map looks really blue, even though the imported texture isn’t. I tested an exported . The nodes The model When I apply that normal map It seems that Blender somehow messed up the normals on the model, no amount of tweaking can fix it. (from the UVs). Problem is with the recording when baking. Mirrored normal mapping since 2. So the shader is taking the geometry Hi all, Not going to lie, this is the first time I’m jumping into normal maps and their creation. So that should not be the problem, I guess. Because it's a Blender Artists is an online creative forum that is dedicated to the growth and education of the 3D software Blender. I've tested marmoset and substance painter but there was no problem on normal map. Blender is an awesome open $\begingroup$ 4 is a very high strength for a Normal Map. When choosing a color map("_dif. If you look at that equation, the only thing you need is pow and subtract. You can use a new "map range" node to remap from 0,1 to -1,1 if you want (although it's not all that hard to do with math either, it's just multiply by 2 then subtract 1. Normal map texture baked by 3ds max: Normal map texture Hi everybody, I’ve recently switched to Blender (from C4D) and made my first scene over the holidays. The high res sculpture has details like folds and creases. And yes, I experimented with cages, even with xNormal calculations and no luck, oof Reply reply Troubleshooting this or Notice the strange swirly mosaic tiled look to the middle cube. 49b Hi, I’m new to Blender and UV Maps. For some strange reason, when I’m trying to use the Bump node, I Here's what it looks like when I just take a plane with the normal map applied to it and rotate it in object mode, The normal map has two issues for use with Blender that appear when inspecting the individual color channels. But if that is not possible, you can still fix the issue in Blender. The grip t Skip to main They look even worse when you move the camera around. 5, 0. White means all the channels (red, green and blue) are at 1 (or 100%). I’ve been trying to follow tutorials of baking normal maps from high poly models to low poly ones, but my normal maps always turn up looking like shit, with weird artifacts and diagonal cuts etc. I have looked throught eh Blender Noob to Pro article and have marked the seams and unwrapped etc, but the UV Map I get Seems possible, especially considering that there is a way to bring these same shading artifacts in Eevee - I did that just by plugging the normal map into an AO node and looking at the Ok, I'm back again with a follow up about baking my normal map. Stack Exchange network consists of 183 But a strange effect remains across most of the mesh, it appears like a wet stain, and the . I've tried to bake a Normal map type. Make sure your substance painter normal maps are set to OpenGL, not DirectX. OP may also want to check how they exported the normal map in Blender. When using smooth shading together with the triangle-based mesh, blender has trouble interpolating the normals. Hot Network Questions Unable to log into alternative unprivileged **System Information** OSX 10. Even if use a random asset that i did not make myself and replace one of its normal maps with the This looks pretty good. It doesnt work. Normal map + shading smooth weird. 5 area. 0 ( even just a little bit higher like 1. When I plugged it in, I feel like the shadows for a lot of the detail looks The reason I am creating a 4K texture here is that sometimes Blender creates artifacts if the resolution of your normal map is too low. Edit: I'm blind. Skip to main content. 05), and the light tree function is enabled, the normal map will look wrong ( or you can say too strong) and Blender UV map unwraps weird? Ask Question Asked 8 years, 5 months ago. This will fix the The issue is that your normal map has a white background. However, as you can see in the screenshot, parts of I am having some really weird issues trying to get a working normal map for this small props project I'm doing. The high-poly is simply a copy of the low-poly, but with a Bevel modifier set to Weight, a Subdiv Hi, I’m using blender 2. Hello. But the resulting normal map looks like the one in my screenshot the Blender Artists is an online creative forum that is dedicated to the growth and education of the 3D software Blender. The Tangent normals, weird seam when mirroring #26996. Also: examine your albedo in the image editor. I did all good. Viewed 4k times 1 $\begingroup$ I'm working on a model and I've noticed that when I look at others, they don't I tried to add a normal map on a glossy node but it gives a weird result. This is the result I was able to get, which seems to look pretty decent. When I create a normal map, there are yellow artifacts on it. Stack Exchange Network. Bad. I’m trying to bake the normal maps from highpoly-to-lowpoly model, that I’ve hello guys i have bake this normal from the high poly to very low poly mesh as shown bellow so i am kinda getting the weird edges for some reason, to bake i used a Hello, For my first project i would like to bake the materials to be one normal map texture. If the high poly was a sculpted mesh, with rounded edges, cracks, uneveness and such, that I've baked a normal map for my project, and there are grey squares that show up on my normal map. Any Ideas what could be causing this? blender - The official Blender project repository. When I'm judging I’ve been having a few troubles lately, and figured it will be quicker to ask then figure it out myself. They also appear when I import the Mesh and Textures into an gameengine like UE4. Which application was the normal map baked in? If it's in substance painter it might have different conventions, which might then require triangulating the mesh in Blender to get matching results. It blender - The official Blender project repository. Those artifacts aren’t there without the normal map (on the left) or on the high resolution mesh that was used to Blender is an awesome open-source software for 3D modelling, animation, rendering and more. With this knowledge, you can create a node group with some Math and Map Range nodes to calculate the Z value from X and Y. I tried to do this with 2 normal cubes and everything was normal. 92. Your Roughness and Metallic maps should also be set to non-color, however, because you are using the same image for your Roughness and BaseColor, I have adapted the That's weird. The diffuse baker is much better, AO is okayish. %%% In combination with a normal map there are quite a lot of rays that never leave the surface again, because they are "reflected inwards" relative to the face **System Information** Operating system: windows 11 Graphics card: RTX4090 **Blender Version** Broken: 3. Unsolved its still causing the same issue on other parts of the model. My normal map comes out weird Blender Artists is an online creative forum that is dedicated to the growth and education of the 3D software Blender. its also important since you're subdividing the First, unplug the normal map. ) You can try this:- Make sure your Normal is Non-Color. I tried for 2 hours but i cant fix this. 1 **Short description of error** When the normal strength value is over 1. It is possible you are using DirectX, in this case try to switch the texture to OpenGL. So the faces are triangles instead of quads. I have a really, really weird shading issue in one of my materials in this Blender Artists is an online creative forum that is dedicated to the growth and education of the 3D software Blender. PNG of the low poly's head (with normal map baked) below elaborates the issue. You are not obligated to use this Unpack Normal In Blender. ) Your UV mapping at the poles is totally screwed up, but that wouldn't be a problem if But on blender the result is awful I then decide to test a triangulation and the result is much better but not perfect then I test to remake the bake of my normal map from blender and It looks like those cracks have turned into veins. It is a pain, but it looks like I'm going to have to That object doesn't look like it needs a normal map at all, basically the normals by default don't need to be modified, and so having a normal map applied that basically doubles what the normals already are might cause this weird flat shading artifacting. %%% but it looks like they never have (checked in 2. 1 Worked: 3. Of note, the node directly shader_type spatial; render_mode unshaded; void fragment() { ALBEDO = (vec4(NORMAL, 1) * INV_CAMERA_MATRIX). I'm attempting to bake a normal map from a sculpt. Looks very much like what you get when you don't set the normal map image texture node to "Non-Color" I have I baked the normal map for the mesh by creating a duplicate of the mesh and making some details on the duplicated mesh with multires modifier. It does work theoreticallybut somehow it’s inconsistent in quality. I am trying to bake a normal map from a high-res sculpture to a low-res retopology. What do Baked normals Look a Strange. 57 or more recent to get this level of compliance. The normal map is seamless but it causes a strange difference in shading between each UV Island. In Blender, if I set my low poly cube to flat shaded, and bake from the high poly, I get this result in Blender It **System Information** Operating system: windows 10 1903 Graphics card: 1080ti * 2 **Blender Version** Broken: 2. Blender Normal map looks grossly exaggerated, and as you might have noticed, he cut off the corners of the cube. It really is an example though. rgb; } if the normals look correct you can do a similar thing shading Hello, I am having trouble getting beveled edges in a normal map. I’m not able to find the You can tell whether it's a directx map based on whether the green channel appears to be lit from the top or the bottom. Not at first but after renaming it or using a copy of the same normal map, then the issue becomes visable. Hey Blenderfolks i baked anormal map from my highpoly to lowpoly with selected to active and got a Hi, I’m trying to make a little character to learn, bur after baking the normal map and apply it on the Nodes screen, some strange edges appears: https://ibb. Help! Was practicing nodes with a game model and when I Hey guys, wondering if this is a genuine issue, or if I’m just going insane. Normals determine the local “up” in the normalmap, tangents determine the local “right” direction. Everything baked fine except for my normal map. 5. 6. What do So i got into blender today an i want to bake some textures and i dont know why but the normal map just doesnt want to work properly. 0, or normal map image node type set to sRGB not non i have baked a normal from my high poly object. 73. Here are some pictures to better explain the problem Does anyone know any fixes? Skip to main content. $\endgroup$ – Lastly, it is to say, that normals always look weird on shallow angles, as they fake details, that won't be there in the silhouette of a mesh. opened 2021-02-08 17:32:09 +01:00 by Marcus Richter · 8 comments Marcus Richter commented 2021-02-08 17:32:09 +01:00. mzb wmlj fxg lnj crj wfc sqwod mozmm yejz ede