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ig.guidelines:modelling_geometries [2025/11/20 12:10] – [Tree Trunk Tabletop] ig_pbig.guidelines:modelling_geometries [2026/02/13 10:46] (current) – [Baking a normal map] ig_pb
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   * Head into the Object Data Properties and add a new UVMap. Renaming is optional, but done here for clarity.    * Head into the Object Data Properties and add a new UVMap. Renaming is optional, but done here for clarity. 
   * Make sure the normal UV map is below the UV map adjusted to your patch size.   * Make sure the normal UV map is below the UV map adjusted to your patch size.
-  * Unwrap your geometry. Usually it is not necessary to adjust the positions or scalings of the UV. You can however adjust the space between the UV islands by adjusting the margin. Keep in mind that normalmap details might get lost the smaller your islands get.+  * Unwrap your geometry. 
 +  * **IMPORTANT**: The rotation of the UV islands should be adjusted according to their location on the geometry, think about how it would be oriented in a real life setting, what faces upward, what faces downwardThis is important for certain light setups.  
 +  * Adjust the margin to your liking. Keep in mind that normalmap details might get lost the smaller your islands get.
 {{ :ig.guidelines:normalmaps_7.png?400 |}} {{ :ig.guidelines:normalmaps_7.png?400 |}}
 {{ :ig.guidelines:normalmaps_1.png?nolink |}} {{ :ig.guidelines:normalmaps_1.png?nolink |}}
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 {{ :ig.guidelines:convertattribute.jpg?nolink&400 |}} {{ :ig.guidelines:convertattribute.jpg?nolink&400 |}}
  
 +==== Increase Redo Steps ==== 
 +{{ :ig.guidelines:undosteps.jpg?nolink&600 |}} 
 +==== Disable .blend1 file ==== 
 +{{ :ig.guidelines:saveversions.jpg?nolink&600 |}}
  
ig.guidelines/modelling_geometries.1763637011.txt.gz · Last modified: 2025/11/20 12:10 by ig_pb