Baking a normal map
The file size of a 3D scan can be large. It can be reduced by removing surface details and faking them instead. A normal map is similar to a texture map, but instead of being rendered in color, it is interpreted by the render engine as surface details that catch the light or cast shadows.
Reduce file size
- Import the 3D file, scale, orient and set origin as needed. After scaling, apply scale (shortcut:
ctrl + a > Scale
). - Perform a general 3D scan cleanup if necessary.
- Save the blender project as the high-resolution version. For example: scallop_hires.blend.
- Save the same file, but name it as the lowres version. For example: scallop_lowres.blend.
- Add the remesh modifier
- Set the
mode
tosmooth
. - Set the
Octree Depth
to8
and lower theScale
until you find a good spot between preserving the general shape and vertex count. Depending on the complexity of the object you might need to experiment with a different Octree depth. - Apply the modifier.
Reducing the file size of the mesh by remeshing the object.
- In edit mode, recalculate normals.
Mesh > Normals > Recalculate Outside
(shortcut: shift + n).
UV wrapping
A normal map is essentially an image texture wrapped around a 3D model. Images are flat, so we need to define how we will flatten the 3D object in order to create a reference where the texture will go. Look at the model and find lines where we can cut the model in order to flatten it without too much distortion.
- Since the shell is a simple shape, I can make a single cut that separates both halves of the shell. If you have a more complex shape, more cuts can be made.\\Hint: select the shortest path between vertices with
ctrl + left mouse button
. - Mark the current selection as a seam.
Edge > Mark Seam
(shortcut:ctrl + e
)
Marking the current selection as a seam.
- Select all vertices
- Unwrap.
UV > Unwrap
(shortcut:u
) - Go to the
UV Editing
workspace to see how the unwrap turned out.