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

  • $\begingroup$ 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, 2019 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, 2019 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, 2019 at 19:10
  • $\begingroup$ If i do this the normal is blank (is just a purple texture) $\endgroup$
    – Krenk
    Jun 29, 2019 at 19:26
  • $\begingroup$ Hm, is it possible you could upload your .blend or a screenshot? $\endgroup$
    – gandalf3
    Jun 29, 2019 at 19:41

1 Answer 1


If I understand well, you only have one mesh and you want to bake its normal, right?

Then if you want to do that, it's almost the same thing as in Andrew Price's tutorial except you don't check the Selected to active checkbox.

-Create a new image.

-Add an image texture to your object's node tree

-Don't plug it to anything or you may have an error, also make sure that your newly created image isn't used anywhere in your material.

-Select the image texture node you just created before hitting bake and you should get the result that you want.


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