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Published: 2007-06-22 17:20:53 +0000 UTC; Views: 4556; Favourites: 33; Downloads: 226
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Description
Another little tutorial I wrote up real quick for my sister-in-law.This explains how to generate a normal map from a highpoly mesh, for a lowpoly model.
Few Important Things:
*Your lowpoly model should be unwrapped. You don't have to worry about the high poly modeling being unwrapped.
*You CAN NOT have any overlapping UVs. Nothing can be mirrored and just use the same UVs. IT WILL NOT WORK. Normals can't work that way.
*Your highpoly reference does not have to be a single object. You can have lots of objects and generate a normal map onto your single low-poly object that makes it look like those seperate objects are all there on it. It's just important to make sure that your lowpoly mesh is basically the same shape as all your highpoly stuff. Also, you'll have to make sure that you "Pick" all of the objects you're projection from.
*Under Mapping Coordinates, make sure Use Existing channel is selected. Automatic Unwrap will look like ass and you won't be able to work with it. Plus it's a major waste of texture space.
*When you click render, the image it renders doesn't look like a normal map, but the file that it has saved will. Just open that file in photoshop to get a look at it.
*You will need to clean up your normal map in photoshop. It NEVER comes out perfect. Anything that is RED will need you to paint over it. Just select nearby colors and try to fix it as best as you can.
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Comments: 6
tyokio [2009-02-20 01:49:16 +0000 UTC]
have you heard of xnormals? I was pointed at that program when I was having problems generating a normal map on one of my models in 3ds max. [link] It worked really well for me.
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Athey In reply to tyokio [2009-02-20 21:56:27 +0000 UTC]
Yeah - never used it though. Generally though, the only normal map generation I do these days is through zbrush 3. The ZMapper is just so much simplier and more effective to use once you figure out the retarded things to work around.
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tyokio In reply to Athey [2009-02-20 22:45:18 +0000 UTC]
I tried zbrush, doesnt seem to run well on my computer (I should play around with that a bit more though). but Xnormals was as straight forward as select low poly model, select high poly model and then click generate. Though saying that, I've only used it once so I dont know if it always works that well all the time.
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val15 [2008-12-19 07:32:00 +0000 UTC]
would you make the color map before the normal? i know, it's a noob question.
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Athey In reply to val15 [2008-12-19 18:20:46 +0000 UTC]
Actually, I usually make the normal map first. And use it as a reference for making the diffuse map so that the texture lines up with the normal generated faux bumps.
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senor-freebie [2007-06-25 18:45:07 +0000 UTC]
To get rid of the red you can uncheck the box that says Ray Miss Check under options in Render to Texture. Clicky to see what I mean. [link]
This comes in handy because if you're unsure of how to get your cage to line up in certain areas but want to be alerted if MAX can't figure out what to do you turn ray miss off and you get the red stuff you're getting rid of in photoshop. However if you merely turn it off it doesn't require photoshopping ^_^
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