Your last render is closer to what you need, but you need to render directly to Tangent Space. You should NOT have to do any editing/taking something into XNormal, etc. You should be able to render directly, something you could immediately use on a flat plane to approximate the grate from above. Period. Also, I'm glad to…
Cool. Now you need to take this base texture and add some life to it. No grate is this pristine. http://wiki.polycount.net/Normal_Map#Painting Also added a tutorials section to the wiki. http://wiki.polycount.net/Normal_Map#Tutorials
Good job! You're getting it, this is great to see! I'd make the rim along the very outside edge much thicker, like 2x the width of the inner ribs. Here it looks like 1/2 as thick. As for learning to bake normal maps, I would suggest following the tutorials that ship with Max, for example: C:\Program Files\Autodesk\3ds Max…
Nope, not really. Takes a bit more effort to make good metal. These two tutorials should give you some ideas. http://forums.cgsociety.org/showthread.php?f=46&t=373024 http://www.iddevnet.com/quake4/ArtReference_CreatingModels#head-3400c230e92ff7d57424b2a68f6e0ea75dee4afa Also you need to use Overlay when blending normal…
Oh. I did think I was moving on to the entire material just yet. I thought I was still just on the normal map. Here is an updated version of the normal map. It still needs work but I fixed the overlay problem and also the green channel. I also made an alpha map and applied that. Then rendered to see where I was. In the…
I'm sorry... I didn't mean to make it sound like I was demanding you to. I'm going to try and make the grate material using the cgsociety tutorial you linked to in a previous post.
No, just that it won't translate into a normal map very well, the sides of the cross-pieces won't show up in your normal map because they are at 90° to the low-poly plane. Section 4 of Joao Costa's tutorial illustrates why.
I didn't find anything that I was able to follow on polycount so I've been going back forth between the wiki and a tutorial I found on google. Should my low poly be a plane with holes in it, just a plane or a plane with transparent faces/holes?
Umm I'm going to need a little bit more information on how to do this. Perhaps you could send me a link to a tutorial that explains how to take an image like this into a texture. I'm sorry I just don't have the knowledge needed to do it with this image.
Brown patch is there because you're shooting in the dark, it could be any number of things simply because you don't know what you're doing yet. Go through the tutorial that ships with Max, and make sure you understand each step, in this way many things will become clear.