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The one of the left is the material with the original normalmap of the material(a downloaded PBR)and the one of the right is used the normal baked by putting the color map of my texture in the displacement(I baked my normal map without checking selected to active)How should i bake a normal map ?(just for the material )

enter image description here

These are the textures :enter image description here

In the node editor i just connetced those textures(i changed to noncolor data after i made the screenshot)

Here is the fiel:

Edited : I achieved the desired result by baking in blender render.How I could do this in cycles ?enter image description here

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  • $\begingroup$ The downloaded normal map is probably partly hand made, that is, constructed with additional information not present in just the color channels. Reproducing it exactly will be difficult/impossible. For what purpose are you looking to do this? $\endgroup$ – gandalf3 Jun 29 at 19:06
  • $\begingroup$ I want to create a normal map" in the shape of the uv map"(i want to export my model in unity ). $\endgroup$ – Krenk Jun 29 at 19:08
  • $\begingroup$ If you plug the downloaded normal map into the normal input socket, then it should be used when baking the normals $\endgroup$ – gandalf3 Jun 29 at 19:10
  • $\begingroup$ If i do this the normal is blank (is just a purple texture) $\endgroup$ – Krenk Jun 29 at 19:26
  • $\begingroup$ Hm, is it possible you could upload your .blend or a screenshot? $\endgroup$ – gandalf3 Jun 29 at 19:41
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had this same head ache i found the following video by andrew price at blender guru helpful in his anvil series

also same process for other types of image files too eg: specular, diffuse, etc

how to bake perfect normals blender 2.79

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  • $\begingroup$ I already watched this tutorial.What i want to do is to bake the details of a texture,not the details from a high poly mest to low poly mesh $\endgroup$ – Krenk Jun 30 at 6:34
  • $\begingroup$ but that is what you are doing, baking high detail to a image to wrap to a object, he baked a high poly uv map to a image, which then gets wrapped to a low poly object, different reason, same process $\endgroup$ – Jason Oppermann Jun 30 at 8:17

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