“Making of Paragalis – part 1 ” by Marcus Dublin
3. After that I proceed to import my high poly mesh, you can see the settings that I use from the image below.
4. My step next was to make sure both the low-poly mesh and high poly overlap properly.
5. The next thing I did was hit “O” on the keyboard to bring up the “Render to Texture” dialog box.
6. Once the dialog box came up I went ahead and adjusted some of the settings. For Instance I made sure that “Projection Mapping” was enabled, and it was using channel 1 for both the object and sub objects and that “Global Super Sampler” was enabled. By the way I use “Max 2.5 Star”. The last thing I did was make 3ds max was saving the file to my desired location and not the default (C:\Program files\Autodesk\3dsMax#\images)
7. With the initial settings in place, I moved on to adding the elements necessary for the baking. I hit the “add” button underneath the “Output” rollout and selected “NormalsMap” from the available elements list. Once I did that I picked “Diffuse Color” from the target map slot. The next and last thing I did was select the texture map size that I want 3dsmax to bake; in this case I picked 2048×2048.
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