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3 Dimensional Chat / Blender Normal Maps not rendering post-bake

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feiting shadow
18
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Joined: 12th Sep 2006
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Posted: 25th Jul 2009 05:24 Edited at: 25th Jul 2009 05:30
So yes, I managed to make a model, bake a procedural texture, then rebake that texture again as a normal map. First I baked the texture, then I set the texture to normal map and baked it again (Each time UV unwrapping it to an image so I'd have something to bake "into"). Everything's fine and dandy... so I get it ready for Omen Exporting by turning off the procedural texturing and using the images I just made.

The baked texture works just fine. Map To: color is OK. But I load the normal map.tga and hit map to: Normal and nothing! I changed map input to UV, and everything else... trying to make it work. I reloaded the texture...

Heck, I even found out that hitting P causes the error regarding strange rendering screen... just hit esc to get out... and it's not actually an error.

So yeah, I'm stumped. I'm thinking of just sending it to Omen how it is, but I can't do that with more complex UV maps without him needing to re-map everything, even though this one's fine.

Anyone know the trick?

Edit: Nevermind... I took out the color image and noticed it is bumping, but it's SO small I barely could see it. Probably because I baked it from a normal map created by a texture, and not a higher polygon version... (which I'm surprised worked within blender without xNormal) I guess the trick is to use larger changes when doing normals.

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