Make a high/low prop, Unwrap it, bake a normal & AO map & Apply to low poly in 3ds max
UPDATE 2018:
1) Do NOT use Mental Ray Renderer or shaders for baking. Instead, use Scanline renderer with Standard shaders. (It's quicker and produces smoother results)
2) The low-poly model looks much better with chamfered edges.
3) Adjust the smoothing group settings to minimize unpleasant hard shadow fall-offs and jaggety edges.
4) Strive to eliminate all 90-degree angles on corners and surfaces for both the high and low poly version.
5) Be sure the high poly version does not have maps applied to it during the baking process.
Topics:
1. Make a low-poly model for a game that includes the normal, and diffuse map.
2. Create a high-poly version.
3. Transfer the detail of the high–poly version by baking out a normal, ambient/occlusion (AO), and a diffuse map.
a. How to bake a normal map in 3ds Max 2016
At 13:54 point in video I show how [sometimes] you need to turn off the "Use Cage" option found in the Projection mapping options in the Render to Texture Dialogue, or the maps won't bake right.
b. How to bake an ambient/occlusion map in 3ds Max 2016
4. How to blend the AO map with the diffuse map.
5. How to save file for the 3D game engine.
Видео Make a high/low prop, Unwrap it, bake a normal & AO map & Apply to low poly in 3ds max канала Patricia Waterman
1) Do NOT use Mental Ray Renderer or shaders for baking. Instead, use Scanline renderer with Standard shaders. (It's quicker and produces smoother results)
2) The low-poly model looks much better with chamfered edges.
3) Adjust the smoothing group settings to minimize unpleasant hard shadow fall-offs and jaggety edges.
4) Strive to eliminate all 90-degree angles on corners and surfaces for both the high and low poly version.
5) Be sure the high poly version does not have maps applied to it during the baking process.
Topics:
1. Make a low-poly model for a game that includes the normal, and diffuse map.
2. Create a high-poly version.
3. Transfer the detail of the high–poly version by baking out a normal, ambient/occlusion (AO), and a diffuse map.
a. How to bake a normal map in 3ds Max 2016
At 13:54 point in video I show how [sometimes] you need to turn off the "Use Cage" option found in the Projection mapping options in the Render to Texture Dialogue, or the maps won't bake right.
b. How to bake an ambient/occlusion map in 3ds Max 2016
4. How to blend the AO map with the diffuse map.
5. How to save file for the 3D game engine.
Видео Make a high/low prop, Unwrap it, bake a normal & AO map & Apply to low poly in 3ds max канала Patricia Waterman
Показать
Комментарии отсутствуют
Информация о видео
Другие видео канала
IMG 1179Whack a Monster Game Tutorial using GameSalad (PC version) prt4Close Enough by Matt Smith & Bao DoanSetting up your animation to be rendered as a preview-type animation. Part1Alejandro P Final Animatic !Preparing the Collage to be AnimatedPlaying in the snow with QuinnFinal Collage Animation - for Demo of "How to"Ann Waterman's tour of her art collectionIMG 1195Photoshop Frame Type Method Collage Animation - Part 2Whack a Monster Game Tutorial using GameSalad (PC version) prt1"Flower Attack" by Xochitl MaganaLa Factory by Arthur MoralesHow to Make Your Animated Sprite Play in UnityStep 2 Fine Tuning with Adjustment LayersShot 1 "world&screens" animation2004 "Hostage" by Josh CushmanCut up an actual real-world 3d object, as you would uv unwrap a digital 3d object.Crazy Bitch by Callie WatermanAnamatic