Hello everyone, I'm trying to create a ground surface dirt texture that has golden trinkets spread around it. I've made several golden trinkets in zbrush and painted them in SP and then imported them into 3ds max where i use physics to drop them onto a flat plane. Once i'm happy with my scene i bake the geometry onto a…
Normal map is capturing mesh details, vertex vectors/tangents/bi-normals. But you're trying to bake a normal-mapped lowpoly to another lowpoly? This isn't possible as the bake is capturing the surface normal data, not the normal map. you need to bake the original highpoly trinkets to the flat surface lowpoly. So you could…
I think i didn't explain myself correctly. My current situation is this: I've made several high poly models and painted them individually using SP. I then imported all 3 low poly models into 3dsmax and applied the texture i got from SP to them. I now have a multimaterial with 3 submaterials, one for each model. Then i used…