I am on a mod team, and at the moment we are in a crunch trying to get a presentation done that we can show of at GDC.
Our process and experience (and lack of time) does not allow us the luxury of creating Hi-Poly models and comparing them to Low-Poly cages. I have done this in a few test renders, and understand how this process works...
Our issue is, how (without doing the comparison, can we force Max to render out a UVW sheet with -JUST- the normals of the Low-Poly? We intend to then -paint- in our details like doing an old-school "bump" map (using the NVidia Plugin for PS-CS2).
Any help would be appreciated.
-Andrew B. Chason
Replies
www.poopinmymouth.com
but really, just make an old school bump map, run it through the nvidia filter
However I don't know how to generate a normal map without doing the common comparison from high to low. I even tried comparing a low cage to a low-poly (using the same mesh twice), and I got errors.
I need Max to spit out the normal map for my low-poly, with my UWVs preserved, before I can paint on it in Photoshop.
Just running it through the filter does not take into accound which way my normals are facing on my model.
if so, you could just print screen of your unwrap UVW window.
You know... that just might work...
-Andrew
Something I did using the very techninque you described, ie painting the normals : (lowpoly model by bobotheseal)
http://pioroberson.com/images/3d_pior_bobodemon.jpg
Good luck! It's actually fun to do!
-Andrew