Normal Maps Baking

Normal Maps store information about light direction, allowing our simple model to look as detailed as if it had millions of polygons. In this tutorial we'll explain how this maps work, how they are projected, and how to bake them and see them on the 3DView. Then we'll take a look at how we can bake more types of textures, as an example we'll bake the Ambient Oclussion from a high resolution mesh. This technique is very useful for videogames, in which our polycounts are limited, and this way we can display much more detail than real polygons!

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