View Single Post
Old 04-09-2008, 08:30 AM   #17 (permalink)
Ghostscape
Senior Member
Ghostscape's User Activity: 0/10
673 - 159
Quote:
Originally Posted by A Sober Irishman View Post
How do you actually turn on/use DirectX Display in your viewports? That's the only part I don't get, but the rest is a really excellent tutorial. Thanks Tiros, it was explained clearly and well written.
Make sure D3D is set as your driver under customize->preferences->viewports, and then either create a DX material and load a .fx file, or just scroll down in the material browser on a standard material and click at the bottom where it says "DX display of standard material" (in Max9, at least).

Also, just mashing a few adjustments over your diffuse to generate your specular is a pretty piss-poor way to go about doing it if you have multiple materials in your texture map. You can do a lot with adjustments to hue/contrast/etc, but you should be doing them on a per-material basis, and inverting the hue is not always the right idea - it will just wind up desaturating your object, which isn't always what you want to see.

As for "creating a proper normal" strictly in photoshop, your demonstrated normal map is still very pitted and not at all like the metal that you're trying to make it, because metal does not pit like that. Turning your diffuse into a heightmap does not work for metal or wood or any other material that has varied color. You'd get a better looking normal map for that sheet of metal by keeping it mostly flat and perhaps painting a few dark blobs to give you dents.

Last edited by Ghostscape; 04-09-2008 at 08:37 AM.
Ghostscape is offline   Reply With Quote
The Following 2 Users Say Thank You to Ghostscape For This Useful Post: