Hi there,
Kinda stuck here. Basically what I need is a flat color map to use in Ddo and I'm trying to achieve this using 3dsmax and xNormal.
I have a highpoly model of a car in Max with various multicolored materials (multi-sub-object) assigned to the various parts (glass, chrome, paint, etc). I also have the low-poly version nicely unwrapped and ready to go.
The next step would be to project the highpoly's colors onto the lowpoly's UV map through xNormal. However, unlike polypaint in zbrush, I can't find a way to export Max's materials as vertex colors, hence I'm rendering a blank white map.
So here's my question, is there an easy way to project my highpoly color map onto my lowpoly unwrapped model using Max and xNormal?
Thanks!
Replies
I don't get the point, why you want to use xnormal for that?
It's easier and faster to bake your id map/color map in max directly.
No, that was necessary 10 years ago. No one unwraps the HP anymore -maybe under torture.
Just put a projection modifier on you LP and bake the HP colors on your LP.
yeah I thought of that, but I find xnormal is does much more accurate projection. When I try projecting in Max I get a ton of red blobs, and to be honest I'm not sure how to modify the cage. It just seems so much more complicated in Max. Is there really no way to export color ids from Max??
[ame]https://www.youtube.com/watch?v=bgYoXF6QmWw[/ame]
You also can edit your cage as editable poly -> export cage, edit it and load it on your projection modifier again (see max help files).
But I would recommend to explode your mesh and put a separate projection modifier on every exploded element.
Doing it within Max seemed to do the trick!
Though it still seems strange exporting vertex color from Max is such an issue.
Thanks again for you help!