Well... it works by default? Been trying this out just today and it worked like a breeze. Just apply the bumpy material to the detailled object and the RTT will bake it to the normalmap slot. Might also work with the heightmap bake too...
Is the head separate? It looks like it's either got a different material applied (or no material that looks like a pretty default grey) or is possibly being excluded from the spotlight you're using the get the shapes to pop on the rest of the model.
Yeah, take a look at the 3dsmax.ini file, I think the positions of those windows are stored in there. You should be able to modify/delete them and it will revert to default. Not sure if there's a friendlier way to do this, I've never looked beyond that.
Oh my good Now all perfect, but when i make render appear this error message MSG 0.0 error: Material "19 - Default ( DirectX Shader )" not supported by the translator. Will render black. Any tips :)
Probably the texture is too large for Maya to think it should generate a thumbnail from it, so it uses a default image. I think you can force it to update if you right-click on the material and go to "Refresh Swatch".
You need to make sure that the input maps are set to 16 bit. The default is 'relative to parent' set this to '16 bit' There's a thread about it here: https://polycount.com/discussion/225225/blurry-result-from-using-triplanar-node-in-proceedural-sbsar
This is the normal map in SD. This is the normal map in ue4 no blue channel PS:I just import the sbsar file into ue4 and use default setting, I don`t know Why is it so.[/b] Help me please~ thank you!!
@ChristophLechler Absolutely! Unless someone makes a suggestion for an alternative concept at this point those two will win by default, but the voting process is there to let people voice what they'd be interested in and narrow it down in case there is competing suggestions. :D
Hey, so i have no idea whats happened to my material editor, it defaults to architectural just like 3dsmax design and i have no idea how it happened. :/ I haven't installed 3dsmax 2012 design by mistake its defiantly just 3dsmax 2012. please help :)
hi guys..I'm trying to bake nm in 3ds max...but got some weird kind of lighting error..tried to switch both default 1 and 2 lights but got the same result...I'm using exploded geometry for baking...see the images. please help... :( :(