Hello professionals!
As you could probably notice by the shitty normal map, I'm new to all of this.
My teachers introduced me to baking normal maps, but I'm not experienced enough to do my problemsolving independantly yet.
The mission: make a case for UE4, using 3Ds Max and Photoshop. The deadline is in less than a week. Losing my mind right now.
Enriched low poly mesh:
Low poly mesh with normal map seen above:
High poly mesh:
I have quite a few questions about this.
1) What are the recommended render settings for normal map baking in 3DsMax? Currently, I've set it to Catmull-Rom filter. It still looks pixelated.
2) The teachers told us to unwrap this as if it were a tennis ball (this to avoid the black at the edges, which gives the object a low poly feel). Split UV's and split smoothing groups go alongside that to avoid further problems.
I tried this, as seen in the normal bake, but it did not solve the problem...?
3) What parts should I render out seperately? My projection cage has a lot of overlap. I tried to render out the front seperately, but it still doesn't look good..
4) Any other overall feedback?
Replies
https://knowledge.autodesk.com/support/3ds-max/troubleshooting/caas/sfdcarticles/sfdcarticles/How-to-display-texture-maps-in-3ds-Max-2015-viewport-at-higher-resolution.html
Other than that, there's some dark spots where the lowpoly isn't close enough to the high.
oh! and WELCOME TO POLYCOUNT!
Small update:
As you can see, it still did not pick up the floating geometry...
Also, I seem to have a weird difference in color now when viewing my normal map applied.
I heard this could have something to do with gamma correction being turned on when importing the normal map, but I saw no such settings...
This happens wherever I have split the smoothing groups and UV's.
It could very well be gamma correct affecting the normal map
Information on gamma-
https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-556B3B1C-D62E-48F6-A633-DCF5172219B5-htm.html
Vertex normals-
https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-C420859B-D44E-469F-9A20-AFD731216EA1-htm.html
I've spent the entire afternoon trying to fix my normal map, using lots of different techniques, but there are still mistakes.
It's frustrating how our very first normal map already matters for 10% of this semester's total, and mine looks shitty.
Fairly certain I will fail if the normal map isn't done by tomorrow...
Really appreciate your help, Scruples. I don't know alot of people who would guide a complete noob through this difficult process.
Now it's come to the stage that someone needs to check out my max file as I've already tried everything I could think of:
1) Rendering different parts seperately
2 ) Rendering everything together
3) Hiding the mistakes using photoshop
But it just doesn't solve anything.
I've also checked the Gamma correction settings, but for my .TGA files it did not let me manage those settings.
Sigh.
Should probably start over and hand in a cube.
Link to .max file, should you still be interested in helping me out...
Didn't fix the asset tracking, no point in transferring a broken normal map...
I'm willing to help take a look if there's still time, but I can't open your Max 15 (or 16) file since I only have 2013, so if you could save off your file to the earliest Max version possible or as FBX or OBJs and upload them, I'd be happy to help if possible.
https://www.youtube.com/watch?v=kGszEIT4Kww&list=PLcviGowrzWOMZSAiYLT2Y50P3f1I5CM34&index=1
https://www.youtube.com/watch?v=NRNL_21Ee_w&list=PLcviGowrzWOMZSAiYLT2Y50P3f1I5CM34&index=2
https://drive.google.com/file/d/0B02lElvs8BcvYllmQWpXUGxod3M/view
I'm not a Max user, so I might be wrong here. But, I've read that the viewport of Max doesn't show the normals correctly? Might want to use Handplane3D to sync to Max or try and view it in a game engine or Toolbag.
edit: Do what Tzur suggested and try viewing it in marmoset toolbag, just get the trial for now.
http://we.tl/A0eqCv1fkT
Going to try the other advice now !
I'm also confused as the other students have not come across these problems.
Should I start over and make a more simplistic box?
Sorry, but I'm still unable to open up your Max13 saved file. It still registers as a 2016 Max file.
Any chance of throwing up the Hi and Low polys as either FBX or OBJ (preferable OBJs).
Still willing to help
-> link to the .obj file!
I made a much, much more simple case now as I don't have time for more problemsolving on this one.
Hopefully some of you stick around to then give me feedback on my material definition in UE4?
I got to baking the meshes in your OBJ file after work. There are still problems, but they are being caused by the topology of the low and not by improper baking.
If you found my bake helpful just PM me and I can get you the Max file via a Dropbox link sent thru email.
http://imgur.com/4qjMwKK
I'll definitely try to change the topology of the low.
And I thought it was the bake all along...
Trying to further work on this in UE4.
I don't think the materials and textures are convincing enough...