Create a normal map

Source: Internet
Author: User
Next, we will create a normal map (normal map) in 3DS MAX and name the low-mode and high-mode models respectively: Low-model and high-model, then, the exported low-mode UV is well divided, and the high-mode UV is not required.

Figure 22

Then adapt the high mode and low mode together.

Figure 23

After the high mode and Low Mode match, find rendering in the max menu bar and select render to texture.

Figure 24

The following operations are performed:

Expand the general settings column and set the output path in output. Select low-model in the view ), the selected object information is displayed in the objects to bake column in the render to texture window.

Figure 25

In projection mapping, select Enabled and click the pick button. In the displayed window, select high-model. Then, the two models in the view will change.

Figure 26

At the same time, a modifier "projection" will be added to the low-Mode Modification panel, expand the cage in the projection bar, and click "shaded" (somewhat similar to skin) and "reset ), then drag the amount value (combined with the view to observe the changes in the outer edge of the model, the outer skin must be wrapped with two objects that cannot be worn, otherwise the baking will cause problems ).

Figure 27

In mapping coordinates, check the use existing channel of the object (using the existing UV, I have already allocated UV to the low-model ); expand the output column and click "add". In the displayed window, select "normal map" and click "add elements" to adjust the texture size. I chose "1024*1024", and then select "output into normal bump, click render to render the image. It is best to use scanline (line scan Renderer) for rendering ).

Figure 28

The rendered effect (the red area is caused by different models after I deleted the High and Low-mode clavicle sections ).

Figure 29

After normal map (normal map) is rendered, we paste it to the low-model to see the effect and give the low-mode a material ball, add normal bump to the bump in the map column, and paste the generated normal map (normal map) in the normal bump. You can see the effect after rendering.

Figure 30

If you want to directly see the normal map in the view, you need to adjust the effect settings:

On the max menu bar, expand customize and select preference. In the displayed window, select viewports --- choose Driver (in the pop-up window), select direct3d (recommended), and restart Max.

Figure 31

Open the material editor, expand DirectX manager in the normal material ball, select DX display of standard material, and wait a while until the "box" of the texture is displayed as a red-and-white board, click it to view the normal effect in the view.

Figure 32

Figure 33

In this step, the normal map (normal map) of the next generation model has come to an end. Of course there are many ways to create the normal, which is just one of them, I will not list them here because of the time. I hope this tutorial will help you! If you have any comments or suggestions, contact me.

Later I took some time to make some simple textures: color map, specular map, and normal map.

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