Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That object doesn't look like it needs a normal map at all, basically the normals by default don't need to be modified, and so having a normal map applied that basically doubles what the normals already are might cause this weird flat shading artifacting. Or maybe you baked the flat shading into the normal? What does the normal map look like?
Here's the texture:
https://imgur.com/gYWpV6B
Also, this is presuming you're baking the normal map from a more detailed version of the model. I'm not sure if you can do anything in this regard with just one mesh. Seems kind of obsolete to me.
Blender Guru has a solid tutorial on this subject, from what I remember
https://www.youtube.com/watch?v=0r-cGjVKvGw
Maybe a different method that's used for what you might be trying to do is data transfer of the normal data. But it juat doesn't seem like that's even necessary since like you said you aren't baking from a high poly mesh.
So my thoughts: Your object has no need for a normal map of it's own normals which it already has naturally, and that's whats causing the issue.
Here's a closeup the base with the procedural texture, hopefully you can see it:
https://imgur.com/a/NOTUwlF
Is there a way to save those details?