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3ds max / mudflow normal map workflow

January 20th, 2008 by tom

i use this for realtime graphics, so i am ignoring creation of displacement maps, just focus on normal map generation.

building basic model in 3dsmax

- build a model / use subdivision
- unwrap model for later normal map texture coordinates

importing model into mudbox

- export model from 3ds max as .obj file
- import model into mudbox
- subdivide (shift-d) to a higher level, e.g. level 3
- paint your stuff onto it.

getting your normal map into 3ds max

- choose utilities->texture baking
- select “low resolution mesh”: “[modelname] level 0″
- select high resolution mesh: “[modelname] level [highest number]”
- activate “create normal map”, choose filename
- deactivate “create displacement map”
- open advances settings
- enable smooth UV’s
- choose preset “3dsmax”
- start map baking process
- switch to 3ds max
- open the material editor
- goto “maps”
- click “none” next to “bump”
- choose “normal bump”
- select your image file you exported from mudbox
- finished

mudboxnmap.jpg

this is the original version (~4000 faces) and the result after setting the normal map.
its far from being finished and the uvw map is really crappy, but you’ll get the idea…

misc:
check the great mudbox tutorials at pixelcg.com/

Archives Posts

exospect demo

January 1st, 2008 by tom

exospec.png
demo at tum 2007: exospect (made 4th place)

  • download win32 version (requires java 1.6) here
  • download mac os x version (use 0x multisampling on intel graphic chips) here
  • download jar only version here
  • pouet demo experts discussion here
  • video (xvid) download here

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