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Old 17-09-2007, 06:45 PM   #21 (permalink)
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Nice tut..... Could this be done entirely in max???
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Old 17-09-2007, 08:40 PM   #22 (permalink)
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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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Old 20-09-2007, 12:36 PM   #23 (permalink)
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For one second i thought the last post was a list of tutiorials
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Old 11-06-2008, 09:49 AM   #24 (permalink)
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Ace. This is awesome, looks just like it! (I'm a big GoW fan. )
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Old 07-08-2009, 10:21 PM   #25 (permalink)
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i have a question.. when you first make the model it has 4 quads?

but when you get it in zbrush you make details for almost 400k? how do you do that?

cause i cant make more details i can only move the vertexes on my model. and there are only about 20 vertexes..

sorry if i sound to EXTREME noobish :P
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Old 07-08-2009, 10:50 PM   #26 (permalink)
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You subdivide the mesh in either zbrush or max. In max there is a turbosmooth modifier. In zbrush there is a shortcut that subdivides the mesh by pressing D I think.
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Old 07-08-2009, 11:00 PM   #27 (permalink)
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ohh i found out to make it thx Acid :P

but when i do that it gets to round, so i guess i have to make edge loops huh?

but i cant figure out how to make it, http://i28.tinypic.com/15xx184.png
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Old 08-08-2009, 01:10 AM   #28 (permalink)
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Not sure, I don't use zbrush much. But just add supporting loops in max and turbo smooth. Sculpt away in zbrush.
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Old 11-08-2009, 04:56 AM   #29 (permalink)
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Thanks, using this tutorial right now.
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Old 26-12-2009, 02:49 PM   #30 (permalink)
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Very nice tutorial , my textures came out very nice... for me, but the seams are still shoving, even if im using edge padding in xnormal .
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LinkBack to this Thread: http://www.game-artist.net/forums/spotlight-articles/889-tutorial-modeling-texturing-cement-cover.html
Posted By For Type Date
Gamestepper Forums • View topic - Normal Map tutorials This thread Refback 22-03-2008 02:35 PM
3DSMax - Modeling Tutorials This thread Refback 19-03-2008 06:30 PM
CG-Links :: 3D Studio Max :: Making of a Cement Cover This thread Refback 10-03-2008 03:28 AM
CGTalk - Normal Map Photoshop Filter This thread Refback 10-01-2008 05:09 PM


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