Creating a Combat Knife Game Asset in Blender – Part 3 – Baking Normal Maps
In the third part of this step-by-step game modeling series I’ll show you how to bake a normal map for the knife using Blender.
Whether you want to use this knife inside Blender or export it for a game engine like Unity or Unreal, I’ll show you how to make sure your model and its normal map look right in all other software.
I’ll also be showing you the steps for baking the normal map in 32-bit to avoid the color banding that the default 8-bit bakes produce. Then we’ll save the normal map as a 16-bit png file. This avoids color banding and gives you high quality normal map files. These files can then be converted to 8-bit in software like photoshop and instead of color banding the final result will have dithering instead, which looks much nicer than the banding.
Stay tuned for more parts in this game modeling series!
Check out part 1 of the series on modeling here:
Check out part 2 on UV unwrapping here:
Download the final blend file here:
https://www.cgmasters.net/tutorials/knife_asset_part_3_final.zip
Check out the add-on TexTools here(not necessary for the tutorial, but cool stuff):
http://renderhjs.net/textools/blender/
Check out HDRI Haven for high quality free HDR images:
https://hdrihaven.com