Hi, im new here in Polycount forum, i want to know how to create a normal map baking of a complete mesh like a full body in 3ds max 2012. I proved normal map baking using render to texture in a simple piece like an arm (creating a high poly mesh and then using cage projection ..), and it worked perfect, but when i tried to bake a full body, things were different. I create a high poly model (full body with armour) then i create a low poly model and tried to beke it in the same way as i did with the simple arm, (render to texture, projection ...)but the result was not the same, cause the "cage" didn`t fit correctly the mesh and i couldnt create the normal map.
I`m new at this kind of normal map extraction, so i would like some help as my knowledge is not the best. Thanks!!
Replies
http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/how-to-bake-a-flawless-normal-map-in-3ds-max/
When everything is attached together, just put an edit poly modifier on top of your stack and move your stuff around like in the vid and you'll be fine.
Of course you can bake each element on their own, but you'll have to join your maps back together in photoshop, altho i'm sure there's a script around that can do it for you when you bake.
Experiment and find what works best for you.