So I could have sworn I did something like this before, but it doesn't seem to be working now.
I have a tiling texture that I want to rotate 105 degrees, so I can't do simple channel flipping to get there. I created one plane with the texture applied and tiled 9 times so it covers a smaller plane. I want to bake that material with normal map down onto a new normal map for.
I've assigned a material in max to the rotated plane with my normal map, and that shows up when rendered etc but it doesn't seem to show up in RTT. Is there something special I need to do to do this?
Is it even possible?
Replies
meh ok re-read and that's what you've done right ? Should work.
Yeah got it workin
max 2012
https://dl.dropboxusercontent.com/u/13762052/polycount/Nouveau%20dossier/nrm_reproj.rar
So normal bump at 100 on the big plane
projection on the little., bake normal map
Check your uv's
I think i have wrong axis but that's just the normal bump to tweak.
Also you might want to push the little plane under to avoid artefacts.
Also i thought we had some photoshop actions to do so.
kidna like this:
I tried that but it breaks the tiling then. In my brain it should work but I guess it doesn't.
I ended up just doing 90 instead of 105, with help from fr00g1e's link.
Thanks for all the help!
Anyhow, glad you have it fixed!