Baking normal map on large and detailled object

Hello,

edit to clarify : my questions are for the central part of that "tank" not threads or wheels.

I'm not a big fan of asking on forums, I really like to find a solution by myself but here I'm really stuck.

I've made a model 

It's the low poly version with some colors and normals baked, here it's looking good (at least for me and the final result I'm looking for. I made it for Unity and it's working really nice except for normal map.

Event with a 8k normal map texture with 32bits float I've got pixelated edges on normal map and the render in Unity is ... horrible.


Is it because my high poly model is not high enough or is it because my poor old computer can't do better than that ?

The high poly model zoomed in blender :

I've watched many tutorials on Youtube or here, but each time these tutorials implied small models, is it because my model is too large and I should split it in multiple smaller part ? (I've watched the robot tutorial and there is lots of "small" parts so I don't know)

You have understood I think, I'm lost xD

Thanks for reading, hope to see the solution soon :P


Seeya

  • Kaj Suominen(louhikarme) replied

    that could be your uv:s: Where are the seams and how much margin do you have, also are you using cage file for the bake? 

  • Jeremy Pouillot(dieedi) replied

    After crawling here and there it seems that it's my edges that are too sharp.

    My UV seams are not where I have the problem (there no problems on seams)


    I saw the robot model from the course on sketchfab and when we zoom in it seems to have the same "problem" I have with pixelated normal map. I don't think there can be better result...

    edit : finally got it with a nicer result

    https://skfb.ly/6zuXT

  • Jonathan Lampel replied

    dieedi Hey Jeremy, if you're seeing that poor result only in Unity and not in Blender, try throwing the 32 bit texture into Photoshop and then converting it to an 8 bit texture there before bringing it into Unity. I've found that it does a much better job of converting than Unity's compression does - something we only found out after that robot was already created.  

  • Jeremy Pouillot(dieedi) replied

    @jlampel hey, I did that and use textools add-on with 4x AA on my last test, did you saw the sketchfab I've put on my last answer ?

  • Jonathan Lampel replied

    dieedi Excellent, it looks good! I haven't used textools yet, so I'll have to give that a try as well.