Max will accurately capture any bump or normal map that is applied to the surface of a target object in addition to any geometry differences between the two models. People use this to put tile materials like marble or wood, on their high poly models and bake those down, it captures diffuse, spec and bump/normal so you're…
Hello, This is my first proper post on polycount so sorry if its all over the place. http://myweb.tiscali.co.uk/peternicholson/test%20render.jpg [History] I'm currently trying to remap a normal and texture mapped character that was created in max and zbrush. i was lazy early on in max and didn't unwrap the mesh so chose to…
hello, i tried turning off the dithering but didn't really have to much effect so i ened up just importing the 2million poly model into 3d max and was able to create a new normal map inside 3d max. thank you both for you in put.
Resampling from one UV set to another is always going to be lossy. You could also try turning off dithering: Customize > Prefs > Rendering > Output Dithering. Or you could bake at twice the res, resize in Photoshop, should remove most of the noise. Though I'd suggest trying to re-bake the normal map with the new UVs…
thanks for the reply. I've tried a few different sampling methods but they only reduce the noise alittle. i've also just noticed a stange line down the left cheek oh the normal map. I'll have another play around tonight and see what i can turn up.
Slightly related: Can max now rebake normal maps to another uv layout and 'rotate' them correctly in the process? Also for semi-automatic rebaking, here's s a script that worked out fairly well: http://www.scriptspot.com/3ds-max/scripts/remappsd
Have you tried turning on supersampling, or turning off antialiasing in the Render to Texture options? I had similar "noise" problems before and messing around with those sorts of options helped get rid of it.