Im having a bit of an issue combining normal maps. Basically I am taking 3 normal maps that were rendered from a normal bake from three separate portions of the model... Using Photoshop i duplicate the layers over into a single file to avoid any overlapping or offsetting the maps, when previewing it inside MAX it does something crazy instead.
The maps display completely wrong even through the resolution and ratios are exactly the same. I have lined them up int the UV editor to verify. Do alpha maps in fact play a role im properly displaying combined maps (separating them from each other in a single file)? If this is the case, then how to i properly copy the alphas over into a single file using Photoshop?
I am trying to create a normal map from a model..when i goto "Render to Texture" and press render, i get an image with red color..In projection mapping, when i click on pick , i don't find anything to pick...create a normal map..
I've been using Blender a lot recently, and, not wanting to front the money to buy a Normal Map generation program or (oh dear) use GIMP of all things, I decided to try creating a Normal Map in Paint.NET.
What is a Normal Map, you ask? Normal Maps are images that are used in conjunction with a texture to give the texture false 'depth', allowing, say, light to shine onto the bricks in a texture while not getting into the cracks between, or making light come from a specific side.
The original texture:
The normal map:
The result:
Not the best, as you can clearly see.
How could I make improvements? Is this even practical?
I have a problem when I extract the normal map of mudbox. I see on the result a degraded in the normal, then when i put on 3d max i see a shadow degraded... Maybe i have bad parameters in normal maps extractor. extract the normal map on mudbox where resolve this problems.
I'm modeling in mudbox 2012 and extracting my normal maps for 3ds max and my diffuse and bump as a PNG.In 3ds 2012 the normal map seems to be changing to the overal brightness of the diffuse, changing it noticeably darker.
It's been ruled out that its not a bump map that's causing so its definitely the normal map.
The same scene, same settings, produce 2 very different outputs in max 2011 and 2012, render to texture for normals is currently useless in max 2012.
The blue one is a correct tangent normal map created from a sphere in max 2011, the colored one is the the one created inside max 2012 from the same objects and settings, and the last is another sample of normals generated in max 2012.
I want to know how I can get exact distances on my UV maps.
I unwrapped my 3D DSLR camera model and I want to manage that the texts and signs on the texture have exactly the same distance like in reality. So how can I get those exact distances?
I can not turn on the numbers when creating the UV maps as showing in the image I have attached with this question to make sure they are aligned properly.
I have a editable poly with multiple elements (all '2D' on the same plane). Some of the elements intersect each other. How do I combine or merge them together?
I'm trying to make lego arms currently. I'm using two capsules to make the arms. But you can obviously see two capsules were put together. Is there a way to mush the two objects together to make it look like one? I tried connect and Turbosmooth but it's still noticeable.
3DS Max 2012 Windows 7 - 64 bit AMD Radeon HD 6570M Intel Core i7-2630QM CPU 2.00GHz, 6Gb Ram
Maya 2014 SP4 OSX.I have just spent the morning creating a new model, and I needed to check the normals for a few faces that I had to delete and recreate,the normals are now showing all the time and I cannot switch them off, I have check preferences and they are deselected there, but what ever I do they do not go away!
Also there is no tick to say that they are on or off? Should there be, I am sure on the system at work we have a tick?
i am searching a script to align the pivot of a multiples objects (objets are 1 triangle polygon) to their normal. After that a way to offset on multiple objects pivot, a predefined value in the Y axis in local.
I would like to know if I can import my AutoCAD 3d file into 3DS MAX, with the lighting maps and material maps intact. This is because I am doing my thesis on AutoCAD 2011 but I would like to use 3DS Max to do a walk through video.
As CAD administrator at my company, which is in the process of implementing Inventor/Vault, I am quite sold on the Layout Modeling/Multi-body part modeling functionality that Inventor supports. Among other things I believe there is a large payoff in assembly stability and simplicity. However, this workflow is very different from the conventional methods of modeling individual parts and manually constraining assemblies. URLs....
How best to make the stone facets go sideways into the main tower. As you can see though it doesn't make a whole lot of sense. How I could achieve such results?
I am fluent in sketchup modeling but have had no success in attempting to model something similar to the crinkled wall mass in the attached image. I have d/l'ed 3dsmax for 30 trial and trying to learn on the fly, which is difficult. before i spend too much time trying to to achieve a crinkled wall mass? in my first attempt i was able to create a rectangle, add modifer of garment maker and apply cloth attributes (and ripple) to it but it's too smooth around the edges although it had amplitude to it.
I have a problem when I am modeling my character or rather the character from the animation academy. I have created an NURBS sphere and I want to adjust it to the arm, so I go to the component mode add some isosparms and then it happens!!! I can´t move any vertexes... but in the object mode I can move the hole object.
how to add refletion to a material. In Cinema 4d I can simply click and reflection and adjust the parameters and i have it, but 3ds max is more complicated and has more things. So i go to "maps", check the box for "reflection", than i have to choose a map. But i want a map that gives me total reflection everywhere, no falloff or things like that. What map do i have to choose?
So I somehow managed to add multiple libraries to my material editor. I think I didn't realize they were added so I kept adding them. Now I want to delete them because I'm not using them, and they just get in the way for when I'm trying to get to the default maps.
I have installed LR4 X64 on a brand new Windows 7 ultimate laptop. I can't see the maps. I have updated to LR4.1 RC still can't see the maps. I have checked the firewall logs and added LR to allowed programs. Still no luck. I have turned the firewall (Windows) off. Still no luck. All other app access the internet OK. Other features in LR can access the internet OK, e.g. ftp to my website. I have searched google and this seems to be a problem for others with the X64 version.
In my old version of CorelDraw 7 there was a set of cliparts in the third CD with a lot of country and continent maps. I cannot find them anymore in CorelDraw X3.
i've tried using image ready... is there any way that i can make the text itself into an image map? i mean... i don't want to have to draw a rectangle around the text... or make guidelines around the text.... is there any way i can make the actual text into an image map?
trouble with displacement mapping. I am trying to cover a very rugged cliff face with the Union jack (british flag). I am trying to get a sort of old faded spray painted on look, following the rock contours.
trouble applying a displacement filter to my flattened images. I think i know how to create the displacement map. I right click on any one colour channel; duplicate it; save as a new channel; and save this new b&w image as my disp. map.
But then i go back to the image that i want 'displaced', click on the appropriate layer, go to Filter>Distort>Displace, click OK on the little dialog box and then open the previously created disp. map. Then nothing happens.
I tried rendering a sphere with an multipage pdf earthmap over backburner. The map is only loaded and rendered in lowres. Rendering on each workstation locally works fine and highres and as expected.