Index
Normal Map largely incorrect or blank:
- Check your UV Set is all matching across your meshes
- Check your UV’s for overlapping UV’s
- Check that your UV’s are in the right UV squares.
Make sure mirrored Geo with stacked UV’s are moved to -1 in UV space
- Triangulate Mesh before importing to Toolbag
- Make sure all meshes that are baking to the same texture space are using the same material and it’s not on ANY other mesh in the scene
- Make sure the highpoly has materials applied that are clear of any maps applied (unless this is the result you’re after) and Unique
- Make sure a mesh Cleanup has been performed in your modelling program.
- Switch between using FBX and OBJ for imported meshes.
- Clean your mesh data by exporting it as OBJ, importing it into another program like Zbrush and then exporting it again.
- Make sure Faces are facing the right direction on your Low and High.
- Make sure there isn’t doubled faces on either Low or High.
(One time, I duplicated a mesh, combined it and merged verticies which welded faces on themselves causing some funky non manifold geo. This is the worst possible thing to have happen as it’s really hard to cleanup)
My normal map looks fine in toolbag but weird in…
- …the game engine:
- The normal map looks inside out or flipped upside-down. This probably because the engine uses a different handedness to Toolbag. Set Tangent Orientation to Left handed in the bake settings.
- …Substance:
- Triangulate your model before baking and use the same triangulated mesh for your substance texturing model setup.