Hi guys, here's my first attempt to bake a normal map in 3Ds Max. On the viewport it looks very "ok", but when I import the model on marmoset it gets all noisy. Can someone please tell me why this happens? By the way, where you guys do your transfer maps? Very new in the game art, bare with me.
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What settings do you use inside 3ds max?
Enabling antialiasing, supersampling would probably get rid of the noise, although they would take a lot longer to render.
Also I can't remember the optimal settings for 3Ds max.
Personally I use xNormal or Substance Designer/Painter, but that should not matter to much.
Using mental ray or scanline?
I always used scanline when I baked inside 3ds max.
Ive read about it, but never tried it.
I think the best Results in 3DSMAX are :
Catmullrom / Hammerslay with 1.0
300 tris
xNormal
marmoset (only normal map)
Do you think it's good? A company would use it on an actual game? Thanks for C&C.
Normal + AO
To me, because your high poly model has a smooth edge, and on your low poly it's very sharp, the values are conflicting.
I get this all the time, best option is to probably chamfer the edge because you can't do much with the smoothing groups here i don't think
Are you talking about the edge of the object or the line at the base of the object ?
Where you have chamfered the 90deg edges, try adding a seam there instead and you may get better results (a combination of bot is usually best)
http://wiki.polycount.com/wiki/Texture_Baking - have a look on the wiki for a better explanation
This! Pay attention to your smoothing groups and UV islands. Try to take a look at 3D Motive - Baking Normal Maps - Tips and Tricks
How? Leave a cookie for a future googler who might stumble in here.
Anyway, the criticism I have for you is the texture. It looks like you just took a rock texture and laid it across the entire model. It's pretty noisy and you're losing a lot of the detail from your normal map in it. I think you should find a rock texture that is a lot less noisy and add in some area specific detail to help bring out the details of your normal map. You should put just as much, if not more time and effort into your texture as you do the model. Doesn't matter how amazing your model is, if the texture isn't good, the model won't look good.
- Set marmoset to work with the tangent space of the software you baked the normals.
- export the obj with normals along with the smoothing group in 3Ds max.
Hope it would help someone.