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Old 09-17-2007, 07:40 PM   #22 (permalink)
Mr.Senator
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Quote:
Originally Posted by Eipc View Post
Nice tut..... Could this be done entirely in max???
You could do the entire normal map in max if you want, but of course you would need photoshop or painter for the texture but all you would do is . . .

1. make your low poly model and unwrap it

2. duplicate it and name it high poly model (or something to tell the difference between models)

3. Keep tesselating the high poly model and moving verts until you have the type of model you want (which could result in alot of slowdown on your computer depending on what you have )

4. select your low poly model and press "0" (zero) to open your render to texture dialog and enable projection mapping, press the pick button and select the high poly object, and in mapping coordinates tell it to use existing channels (your unwraps)

5. In output, click add and select normal map, scroll down and select the size of the map you want (i usually go with 1024 and then i shrink the size in photoshop later if need be)

6. In the selected element common settings section go ahead and set your file name and destination. then press the render button at the bottom of the render to texture window.

If all goes well you will have your normal map! if you see red in the render, that just means you have to mess with the "Cage" in the modifier stack on the low poly object. The cage should be on the outside of the low and high poly object. And you have just made a normal map from a high poly object!

hope this helps a bit!

- Zach
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