Show pageOld revisionsBacklinksBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Baking a normal map ====== The file size of a 3D scan can be large. It can be reduced by removing surface details and faking them instead. A normal map is similar to a texture map, but instead of being rendered in color, it is interpreted by the render engine as surface details that catch the light or cast shadows. ===== Reduce file size ===== * Import the 3D file, scale, orient and set origin as needed. After scaling, apply scale (shortcut: ''ctrl + a > Scale''). * Perform a [[3d_modeling:blender:clean_up_occipital_3d_scan|general 3D scan cleanup]] if necessary. * Save the blender project as the high-resolution version. For example: scallop_hires.blend. * Save the same file, but name it as the lowres version. For example: scallop_lowres.blend. * Add the remesh modifier * Set the ''mode'' to ''smooth''. * Set the ''Octree Depth'' to ''8'' and lower the ''Scale'' until you find a good spot between preserving the general shape and vertex count. Depending on the complexity of the object you might need to experiment with a different Octree depth. * Apply the modifier. {{:3d_modeling:blender:normals_01_reduce_collage_arrows.jpg|}}\\ Reducing the file size of the mesh by remeshing the object. * In edit mode, recalculate normals. ''Mesh > Normals > Recalculate Outside'' (shortcut: shift + n). ===== UV wrapping ===== A normal map is essentially an image texture wrapped around a 3D model. Images are flat, so we need to define how we will flatten the 3D object in order to create a reference where the texture will go. Look at the model and find lines where we can cut the model in order to flatten it without too much distortion. * Since the shell is a simple shape, I can make a single cut that separates both halves of the shell. If you have a more complex shape, more cuts can be made.\\Hint: select the shortest path between vertices with ''ctrl + left mouse button''. * Mark the current selection as a seam. ''Edge > Mark Seam'' (shortcut: ''ctrl + e'') {{:3d_modeling:blender:normals_02_uv_mark_seam_collage_arrows.jpg|}}\\ Marking the current selection as a seam. * Select all vertices * Unwrap. ''UV > Unwrap'' (shortcut: ''u'') * Go to the ''UV Editing'' workspace to see how the unwrap turned out. {{:3d_modeling:blender:normals_02_uv_unwrap_arrows.jpg|}}\\ Unwrapping the object in the UV editing workspace. ===== Baking normals ===== 3d_modeling/blender/baking_a_normal_map.txt Last modified: 2020/04/15 08:35by formlab