Hello, everyone. I'm new to 3ds max, I been using modo but wanted to try max but my normal maps keep coming out weird as you see below....Any idea on how this is happening? is there a step or setting I'm missing?
Post pictures of your baking setup. Two things I think are happening here: 1) you are missing a projection modifier or it isn't set to use your projection modifier in the baking tab 2) you are baking in world or local space instead of tangent space (assuming you wan a tangent space map)
tangent I have no care for lol I just want a normal map off my high poly...I tried substance painter 2 for this but that program don't work for some reason no matter how I set the distances...
Does your projection cage encompass the high poly completely? Are the normals reversed on the highpoly? Is the image you posted what you saw (or saved) in the Render to Texture Render, or is the image what is being saved automatically at your specified location?
Yes and my high poly covers my low poly. the normals on the high poly I have no checked yet but will now. its what is saved automatically at a location
If you select all faces (check both on low and high poly), they should be bright red, not dark red; or in object properties, tick Backface culling, if the faces dissapear, they're inverted.
Replies
1) you are missing a projection modifier or it isn't set to use your projection modifier in the baking tab
2) you are baking in world or local space instead of tangent space (assuming you wan a tangent space map)