In this quick Blender 2.5 video tip I show you how to avoid complex topology on hard-surface objects to be normal mapped by using floating geometry. This can save a lot of time during the modeling process and yet still yields perfect normal maps.
User Submitted Images
No images submitted yetDiscussion
26 Responses to “Tip: Floating Geometry with Normal Mapping”Leave a Comment















This is very useful. Thanks a lot!
Easy shmeasy, try doing a tutorial on this method with ambient occlusion.
Just awesome, thanks , i can definitely use this !
Very useful, thx a lot!
Wow Jonathan, your like a tutorial machine you just don’t stop I don’t know how you have the time to do them when I struggle with the time to watch them, especially with the new Vehicle Training 3hrs in so far
To all who haven’t yet purchased or considering purchasing the vehicle training its well worth the money even at the full price even if not of use to you, it shows your support……. SO GO GET IT!!!!
THANK YOU BLENDER COOKIE TEAM
wow this is very useful. been creating textures for my game and this would be really useful
thx.
Wow, I’ve been doing tests in the past to achive that result with the same process and never got it working! all because of the Bias!
Thanks a lot Jhonathan, really useful. You have made my day!
Great tip, thanks for that.
Thanks Jonathan,
Very useful tip, thanks for this.
Don
As soon as I saw “Floating geometry” in the title it suddenly clicked as to how I could get those complex shapes on my geometry! Thanks very much!
again impressed
this will be usefull for those making games that involve cars, buildings, or almost any static objects
now for a request if i may
translate this and the related models into a format that can be used by POSER, DAZ3D, bryce or almost any other software that sees blender as the devil encarnate
it is time that they see this wonderous program for the wonderfull blessing that it is
Hi, i was just wandering how you got people to actually visit you site? i have two web sites:
one about the 3d world:
http://www.squidoo.com/draw-and-paint-in-small-steps
and one promoting a great “learn to play guitar sheet music†course:
http://www.squidoo.com/learn-guitar-sheet-music
any tips would be a great!
thank you,
Gus Rosie
Wow thanks a lot, finally something that I totally didn’t know
I dont get it to work…
added a plane with some additional elements (all in one object) with the “same-level on z border” and another plane (new object). selected the first, complex object and then the simple and bake (with bais on 1 and all in the correct distance).
all i get a blue image?
could we get the .blend file please?
Did you check the “Selected to Active” option under the baking tab?
-Jonathan
yes i did and checked twice that i have the correct selection order (first the complex one, second the simple plane)
What about increasing the bias? If the bias is at zero the floating geometry is likely to barely be within range.
-Jonathan
Probably there are some bugs in the Bake code. I got strange things… that first time baking a sphere to a plane was good and after this I tried to bake some tubes (made from curves) – I got very bad results with some extensive blackness.. Tweaking bias down changes something… but then the result looks not so expressed.
I think that baking in Blender is still a tricky thing.
P.S. But I got baking anyway… no “only blue image”. BTW – if the object to bake from isn’t checked with “render” then it will not be baked.
Are you guys making sure that the bias is enough to cover the entire object? Remember, 1.000 bias is one blender unit. Possibly your objects are to big for a bias of one?
Time to make an AT-AT walker, or any complicated piece of machinery. Thanks for this awesome tip!
I tried this yesterday on not very difficult geometry… but not plain. And I got very bad results… Please, post your results when you’ll create these AT-ATs.
This is one fantastic tutorial thank you .
Greetings from Istanbul
I’ve tried also and I think that there is a bug ( 2.57, bias:1, Selected to active)
What kind of errors might I see if I tried to use this on a softer type object? I want to overlay a “knitted” normal map onto a doll to make her look knitted with relatively low amount of polys.
Eat3D did a nice little floating geometry tutorial as well. He, however, suggested that if you placed the low poly plane ABOVE the floating geometry object(s), and then baked everything to the top-most plane, you wouldn’t have to go through the Bias option.
I’ve tried both methods, and the one he suggested produced a normal map with the least amount of incorrect random pixels.
Just a head’s up.
Thanks for the tutorial!