i got the idea to make this quick short tute after viewing irritants post in pimp an previews, (hope he doesnt mind that i am recreating one of his textures.) i stole most of this method from cochtl hope he doesnt mind also, well first, make a plane in your front viewport, make it square, and have the corners snapped to…
Arg how dare you mention my name in your thread!?! J/K I just gave Mojo some on how i make textures in max, but the normal mapping stuff is the real coolness here. This is a pretty fast and effective way to make diffuse and normal maps on the fly. you did a good job with this tut mojo-guy.
actualy i've done some wiht procedural textures, but i personaly like doing them in gery and using photoshop, tho sometimes its nice to adjust the spec an reflectivity of the max material to get propper lighting on difrent material types
Cool stuff Mojo, thanks for taking the time to write this up - I might have to try this soon! You could take it a step further and use procedural/parametric textures on the geometry, and get an even better base to work from. You might not even have to touch Photoshop at all if it's a simple texture. Just blend some…
Oh yeah, you should put the viewport into Front view (or whatever ortho that is looking directly at the object) before rendering to texture, otherwise the lighting will not be even across flat surfaces - the lighting won't tile if you Render to Texture while in a perspective viewport. Just a hint!