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Chapter 01 - First Encounters
Chapter 02 - Navigation
Chapter 03 - Layout Customizing
Chapter 04 - User Preference Changes
Chapter 01 - Menus, Modes and Display
Chapter 03 - Layers and Snapping
Chapter 01 - Mesh Data, Object Data
Chapter 02 - Object Tools
Chapter 03 - Mesh Tools - Extrude
Chapter 04 - Mesh Tools - Bevel
Chapter 05 - Mesh Tools - Subdivide
Chapter 06 - Mesh Tools - Working With Loops
Chapter 07 - Mesh Tools - Vertex Connect
Chapter 08 - Mesh Tools - Inset
Chapter 09 - Mesh Tools - Merging
Chapter 10 - Mesh Tools - Knife Tool
Chapter 01 - Ref Images & Traffic Cone Blockout
Chapter 02 - Traffic Cone Modeling
Chapter 03 - Normal Editing - Smooth/Hard Edges
Chapter 04 - High Res Traffic Cone
Chapter 05 - Camera Modeling
Chapter 06 - Modeling With Curves
Chapter 07 - Finishing The Camera Model
Chapter 08 - Removing NGons
Chapter 09 - Hi Res Lens And Ribbed Cable
Chapter 10 - Organizing And Naming Objects
Chapter 01 - UVs Overview
Chapter 02 - Mirror Modifier
Chapter 03 - UV Unwrapping The Base
Chapter 04 - UV Unwrapping The Cable
Chapter 05 - UV Unwrapping The Cone
Chapter 06 - UV Final Layout
Chapter 01 - Baking Setup And Creating Images
Chapter 02 - Baking Ambient Occlusion
Chapter 03 - Baking Normal Maps
Chapter 04 - Creating The Base Color Materials
Chapter 05 - Baking The Base Color
Chapter 06 - Setting Up A Complete Material
Chapter 07 - Cord Baking And Multiple UV Sets
Chapter 08 - Baking The Camera Lens
Chapter 01 - 3D Painting Setup
Chapter 02 - Painting A Vertical Gradient
Chapter 03 - Multi Layered Painting
Chapter 04 - Worn Edges With Cavity Masking
Chapter 05 - Baking All Layers Down To 1
Chapter 01 - Importing A TF2 Character
Chapter 02 - Rigging And Placing The Asset
Chapter 03 - LOD Creation
Chapter 04 - Exporting As OBJ
Chapter 05 - Importing Into Team Fortress 2
Attribution & Links
Ref - camera-712122_1920-color.jpg
Ref - caution-389408_1920-color.jpg
Asset 01 - Modeling
Asset 02 - UVing
Asset 03 - Baking
Asset 04 - Texturing
Asset 05 - Exporting And Importing
Camera Fly Example Geometry
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Section 6 - Baking
24th September 2015
How to bake normal maps and correctly view the results.
Join to comment publicly.
7th August 2018 - 01:50
@Aidy_Burrows I am lost and confused. When you set the viewport mode from solid to textured at 1:43, there appears to be a hard cut in the video in which the blue normal texture disappears from the model and is replaced by flat grey. I get the exact opposite. My model is gray in solid mode, but when I switch to texture mode, my model is blue. None of the controls in the texture menu seem to do anything. I can change any or all of the settings in there and all I get is the same blue normal image applied as a diffuse texture. Even changing the image in the texture menu does nothing. I've tried unlinking my normal image from the object and I get a 100% white surface... but still no normals or diffuse applied from the texture menu. Ready to pull some hair out. Blender 2.79.
Edit: I finally got everything working. It seems like blender 2.79 handles viewport shading differently than 2.74 (shown here in this tutorial). Texture mode only shows linked images for me - anything in the texture menu itself is completely ignored until material mode is selected - at which time the linked images are ignored instead. Maybe this section of the tutorial is in need of modernization?
15th August 2018 - 15:19
@tankcrusher210: Thanks for the heads up and for sharing this info here! I'll try to get round to checking out what the deal is and any potential for update. Though it may remain just in text format for now as we're so close to 2.8 :)
3rd February 2016 - 02:09
So I'm having issues getting my normal bake to work right. I'm baking a HiPoly Base to the LoPoly one like in the video. HiPoly is just the LoPoly with a bevel modifier (I did the select sharp edges and set bezel weight as shown in an earlier video). The HiPoly looks smooth, but the baked normals don't see to match up, nor do they look right when applied to the LoPoly base mesh.
http://i.imgur.com/NWXrscx.png http://i.imgur.com/69dHJSj.png this is what I'm looking at right now. I suspect it's a matter of resolution on the normal map texture, as you can see in the bottom right window in the first pic, everything is pixel width.
5th November 2016 - 21:10
@yobi.gochida: Hi, apologies for the delay in response, I don't get personally notified of comments but I'm checking through everything now.
I'm thinking that possibly the baking issue here could be to do with the mirror modifier not being turned off on rendering (camera icon) during the bake.
Did you find a solution? Otherwise I can look further into this for you. :) Aidy.
12th February 2018 - 13:26
@Aidy_Burrows after applying the normal map, the model becomes black in the viewport. It displays correctly when rendered. If I add more lights it becomes visible but the mapping seems distorted with black patches. I tried recalculating the normals but it didn't help. The same issue happens when I use your model. I'm using Blender 2.79.
12th February 2018 - 14:42
This only happens when texture mapping coordinates are set to UV. In other modes there are no issues with light, but the mapping is obviously wrong.
19th February 2018 - 00:09
@n.lajic: hi! Feel free to pack your images into the blend file, and i'll take a look if you like? I think you can upload the file to the blendercloud here and share it with me, or you can email it to me directly using annex2nothing (at) gmail dot com. :) Aidy.
2nd April 2018 - 09:40
@Aidy_Burrows: Hi Aidy, thanks for the response. I posted the same question on https://blender.stackexchange.com/questions/100819/black-banding-in-viewport-material-mode-with-normal-map and seems that the issue is with my hardware setup. I'm just reposting it here in case somebody else encounters the issue.