Normals rendered as Alpha

So i got my model unwrapped and ready (as far i can tell) for normal baking. I've followed your instructions, but the UV-islands wich should be "normalized", are transparent. While the rest of the texture has that blank normal colour.

[img]https://i.imgur.com/W6pnMKx.jpg[/img]

Any idea's how to properly display the normal map?

  • Jonathan Lampel replied

    Hey, that's interesting! My first guess would be that the normals are flipped. Also be sure that you're baking in object mode with the correct high poly object selected. Do either of those solve the issue? 

  • CG GroundBirdie(groundbird) replied

    Oke, i was about to write down that it didn't work out. However after tweaking and 10+ blender crashes, Simply by NOT selecting the Cagemesh, it works fine. 

    [img]https://i.imgur.com/f3vsLUB.jpg[/img]
    I baked 4 (mirrored) buttons on the normal map. Have you got any idea how íts possible how these buttons appear on unintended places (like on the top right)?

  • Jonathan Lampel replied

    Aha! That makes total sense, but I bet I didn't make that clear enough. Since it's not a source of the normals it should be unselected. 

    For the UV's, check to see if there's a second UV map somehow in the Object Data tab and make sure the Flip UV option is unchecked in the mirror modifier. 

  • CG GroundBirdie(groundbird) replied

    There was indeed a second UV map. So i got rid of it. The Flip UV option was already off.
    But that doesn't clear up things. I did try to assign UV-islands to vertex group combined with the Mask modifier for the target mesh and the cage (to get equal amount of vertices). Wich resulted in another blender crash. So i dunno, maybe you could take a look to the file?


  • Jonathan Lampel replied

    Sure! If you upload it to dropbox, pasteall, or whatever and link it here, I'll take a look 👍

  • CG GroundBirdie(groundbird) replied

    I've send an email to support@cgcookie with the file referring to you.