yeah, they should. I never do this either but I think 3dsmax and maya will bake the highpoly with whatever bump/normal map material you have applied to it. The downside with that workflow is you have to UV your highpoly model. The reason to do that instead of just belding that micro texture into your final bake is that it…
well I acutally followed a Procedural rock tutorial in 3ds max here http://saschahenrichs.blogspot.co.uk/2010/04/3dsmax-environment-modeling-2.html The texture I have used in a tileable rock texture which i appiled in 3ds max and then painted some extra details in mudbox. here is the texture and normal map.. normals texture
@Golbliness : Thanks for the feedback. I dont think i'll have any more time to work on this. I dont like how the ribbon turned out. And i took a few liberties form the concept (was to lazy to make a proper alpha). So here it is. One screenshot is flat directly form 3dCoat the other is a 3dsMax screenshot with a coulpe of…
The native 3dsmax Booleans you are referencing are called "ProBooleans" not Power. I think that is a 3rd Part plugin. Sorry to jump in here and correct you but I just didn't want to confuse the OP. But regarless, ProBooleans are awesome. People laugh at me when I say that I use Booleans but they are the dumb dumbs that…
3.2 seconds Here is a quick mini-tutorial for you in case you are wondering. I assume you have 3dsmax open already? If not it could add several more seconds. Create a plane. Drag the image from the forum, onto the plane. Go get a beer from the fridge to celebrate. It would be helpful if you where more specific...
I don't want to hijack the thread, but is it always high to low poly? I've been trying to figure out the workflow myself, and I've heard both low to high and high to low. [edit] To be helpful, here's a link to the tutorial video I think Virtuosic is talking about:…
UPDATE UVs are done! A screenshot of the process in 3D-Coat: I finished them up in 3dsMax. Then I did a Normal Map bake with xNormal and fixes + detail defining in 3D-Coat again. This is the result so far in Marmoset Toolbag3: I am quite happy with how things are going; faster than I thought! Next step will be texturing.
@timbot - I dont know what i would pay, i dont use array`s that often, it`s just a feeling that is to much considering the free alternatives. Even the integrated 3dsmax one is doing the job for me. So yeah maybe someone with better marketing experience can give you a better answer. gl man :smile:
I've used Maya, 3DSmax, and Blender and find that for modeling I've gravitated heavily towards blender and its completely capable for 98% of game work. Vertex Normal editing has been in blender now for quite some time. So not sure what feature you're talking about that is still missing.…
If you put more than one output (diffuse, normal, AO ect) it will mess up the edge padding. If you only put one in at a time it should calculate the padding correctly. This post goes into a little more detail and a few other "issues" you'll run into while baking in 3dsmax...…