I made some testing with xNormal and its almost perfect. I used loaclXYZ in 3DSMax for handplane input and FBX that I later used for UDK. I guess I will now check method that @Zelfit suggested to see if that will be perfect :) Here is model just with Normalmap on and gray maps for Diffuse, Spec and Glow to avoid confuson.…
Oh myyyyy.... Too many polygons there. This should be considered a high poly not a low poly. Besides, there are problems with the normals. Did you made any normal baking or are you just using smoothing groups? Another problem is the wood from the handle. Why did you not rotated that texture as the reference suggest?…
I would love having an external bake integrated with 3dsmax or maya. Froyo's froxnormal does this very well, you don't even have to leave maya to bake something. It would be cool and even faster to have an integration with max and maybe store settings inside a modifier above Projection (for cage creation), or one-click…
Yep typically when you instance things you either bake just the one instance or you place all the duplicates outside of the renderable 0-1 UV space but still land on a exact tile one space over. A quick way to do that in 3dsmax is to, click #1, and in #2 type 1.0, hit enter and toggle off #1. This will move whatever you…
I tried ( still learning) to make a simple maxscript, that do 3dsmax pivot as zero world origin export. download the MS file here http://www.scriptspot.com/3ds-max/scripts/selected-object-zero-world-3ds-max-export it allow you to select multiple object as 1 file too :) . ps: any tips how to rename the duplicated object…
Is the cage covering completely the highpoly mesh? Did you enable the "Use cage" option? Render a "wireframe and ray fails map" to see if there are ray misses. Have you performed a Maya's Freeze transformations / 3dsmax's ResetXForm before exporting? What kind of mesh format are you using? What program did you use to model…
I did what you said but am still getting the problem. Mabey I misread one of your steps? This is what I do. 1. Open 3dsmax 2. Set grid to 16 generic max units. 3. Make a cube and put length at 272 4. The pivot point is on the grid but the box's edges are between the main grid lines. if you need me to post screens just let…
[ QUOTE ] I was using Crytek´s Polybump Previewer. It looks good to show some Normal Maps created in ZBrush. I think this is a Evaluation version, but I didn´t found what´s the limitation. Check it out! [/ QUOTE ] Polybump certainly looks great. It looks as though it even supports mirrored UV's. Unfortuneatly, it'sa…
Headus is probably the best. But can't beat Roadkill's pricetag of free. Plus, 99% of the time 3dsmax's built-in unwrap is good enough. Pelt+relax is really all you need. I did see a video of one of the unwrappers lately that had something like a Density Map, where you paint areas that are important (like the face), and…
I agree with snowfly, it doesn't really matter what method, they all get you to the same place its whatever is easier for you. Personally I use 3dsmax and using splines to knock in the outline then drop a edit poly on top and as long as its a closed spline its going to create geometry. Splines work great for objects like…