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I am trying to create a normal map for the hair but I feel that normal map is getting generated wrongly. I used hair particles and converted them to mesh. Then I applied screw modifier then I applied solidify. But the results are not what I expect. Does UV of the high poly object has any importance here?

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  • $\begingroup$ What result are you expecting and how does the current one deviate from it? $\endgroup$ – Robert Gützkow Aug 16 at 16:48
  • $\begingroup$ @RobertGützkow Should be it having an even distribution of colours? But for this one, it seems to like a gradient from right to left? $\endgroup$ – Latheesh V M Villa Aug 16 at 16:51
  • $\begingroup$ If the hair makes an arc (viewed from the top) this would be correct. $\endgroup$ – Robert Gützkow Aug 16 at 16:54
  • $\begingroup$ @RobertGützkow if it arc both arc ends should be having same color right? $\endgroup$ – Latheesh V M Villa Aug 16 at 17:15
  • $\begingroup$ The color encodes the direction of the normal at that specific pixel. They should only have the same color if they point in the same direction. $\endgroup$ – Robert Gützkow Aug 16 at 22:45

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