Hello community, I have a bit of a problem understanding how a height/displacement map works. I know how to make a bump map/normal map but I don't understand how the other works. So I basically have an image, i bake a normal map or grayscale it for a bump map (setting the correct values) and add them to a material in 3ds…
I would test the map on your mesh in a game or rendering engine, this may be a max viewport bug. I see it all the time with abrupt seams in Max then it reads perfectly in a game engine.
whenmaking normal maps in max 7 i get shity warped pinching in the maps which makes it look suck, i take the same thing using kaldera and in many fewer steps have pretty nice clean normal maps, why is the max one sucking?
Hi, I baked normal map which looks good applied on lowpoly model in Marmoset Tooolbag. Of course, lowpoly model has all Smoothing Groups set from UV Shells which looks ugly without normals but with Normal map applied - looks smooth and seamless, well you know. But when I load it in Max and activate Normal map, the model…
when I apply more than one map to the material sometimes a map shows inverted,like the normal map,in the view but they show normal when I made a render is there is something I havent payed attention? or is this normal since they show fine in the render? but the thing is that this model is supposed to be made for videogame…
Good old times - Max 8 Select faces + Flatten Mapping = All the selected faces are mapped AND still selected so you can move them around instantly. Bad new times - Max 2010 Select faces + Flatten Mapping = All the selected faces are mapped BUT only the last mapped face is selected. So you have you re-select all to move…
Hey guys, been following a while, first post. Learning to use Maya for a school project but coming from 3ds max, I don't really know how to fix my normal map issues. Here are the comparison shots of a box and normal map I made in max and exported to maya: I also went ahead and made my own box tests in Maya to be sure and…
Hi I signed up for this forum because I can´t find an answer to my problem. I struggle with baking correct normal maps for a low poly mesh which will be imported into the game MX Simulator. The first two attached files are the low poly mesh in the 3ds max viewport. You can also see the wireframe and invisible edges. Now I…
Hey guys, I wanted to see if anyone else has encountered this problem when exporting normal maps from quixel to models in 3ds max. This is the second time this has happened for me. I have this model I have scanned in using photogrammetry. I have extracted a low res mesh and normal map from the original model and loaded the…
The same problem I read out there... I made a test: low res model in Max 2008 export to ZB (unwrap the map in max... as you can see its very simple, no overlaping vertex...) export .obj... hi-res in ZB, export the normal map to aply in max... and this is the result (see image), somebody match this problem?. thanks.…