Normal Map Baking

If you’re having issues with your normal map baking, this guide will help you work through them! Use the steps and resources below to help troubleshoot common baking issues:

3DS Max scripts to help do this

http://www.scriptspot.com/3ds-max/scripts/turbotools-making-your-workflow-that-much-faster
http://www.renderhjs.net/textools/

Maya script to harden UV border edges:

http://jonathonstewart.blogspot.com/2012/10/script-harden-edges-of-all-uv-borders.html

Bake with a cage:

http://www.polycount.com/forum/showthread.php?t=107196
http://wiki.polycount.com/wiki/Texture_Baking

A few tips:

Cool example:

Compare the following images:

The top example requires the vertices to point in more directions than the bottom example. This is because the top edits all the face normals, and the bottom averages the extrusions. Despite looking like there is a lot more geo in the bottom example, the GPU will see fewer triangles!

Both should be able to bake cleanly, but the bottom one will give you more pixels due to the fewer UV shells and hard edges. The result would be a bit more gradient.