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#1 (permalink) |
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Senior Artist
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Maya to Max Normal map issues
These are both in the perspective viewport of each program.
The light is positioned underneath the tire. See how the light is inverted when it's been exported to max (.obj). It's modeled in Maya, and normals are made in maya (and some from crazy bump). I need it to be in max, because I want to export it into the Source engine and I can't find a proper smd exporter for Maya that works with 2008. Any idea what's up? ![]() Here's the normal map without the texture based stuff. http://sleekupload.com/uploads/tire_normal.jpg |
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#2 (permalink) |
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Game-Artist.net Admin
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euhm, max does not show normalmaps realtime by default. (and i think maya does, not sure). You can either way enable them with the max standard fx file (like so), or use a custom fx file that supports normal map. (check the "max viewport shader" url in my sig for that).
i thing that will solve your problem... cheers
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![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Supports good crits |
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#3 (permalink) |
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Senior Artist
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But in that case, shouldn't it turn out ok when I render? It doesn't :/...
I'll try your shader... edit: huh... I do believe it works in the viewport now, with your shader (I know it says "viewport" shader) but still not when rendering. And the last time I did something like this (going back and forth between programs), the error persisted even ingame :/. Last edited by Flakk; 05-16-2008 at 11:56 AM. |
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#4 (permalink) |
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Game-Artist.net Admin
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hmm, it should show up when you render it and you're using a standard max material. with the dx materials you need to set all the settings in the "Software Render Style" slot. Max' render enigne does not support hlsl materials for it's renderer...
However, the fact that you can't see your normal map realtime or in the render shouldn't realy make any difference for exporting your model. It has been a while since i exported something to source, but if i recall correct then you just have to apply the diffuse texture, and setup all the other material stuff in the vmt file. Unless of course you're using an exporter that creates the vmt file automaticly?
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![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Supports good crits |
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#5 (permalink) |
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New Artist
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the problem isn't your viewport or your shader, its your normal map that is messing with you. Maya and max read normals differently. In max, under the normal bump slot of the material editor(you did use the normal bump, instead of just the bump), you need to play with the channel direction. So flip the red or the green, or both to get what your looking for.
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