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Tutorial: MAX 9 Normal mapping

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Uploaded by on Dec 9, 2006

A tutorial explaining how to extract normal maps in 3Ds MAX 9, originally created for the NwN2 community by www.nwn2-esp.com

  • likes, 11 dislikes

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Uploader Comments (moebiuz)

  • "adjust the case to wrap the enitre hose???"

    HOW THE FUCK DO YOU DO THAT THEN??! >@

    YOU DID IT OFF CAMERA >@

  • In this example the case is already adjusted when applied the projection modifier, I didn't needed to adjust it, but in models with more/irregular complexity you should adjust it, just select the cage vertex and move them to be close to the model surface. The model shouldn't poke through the cage, or you get the red stains on the normal map.

  • 12 points for this video go to spain...i always tried to move the projection cage over to the highpoly, but for me that never worked...

    if it´s in the same position as the lowpoly it works perfect...thanx again

    psychonaut

  • Yes, it have to be in the same position, because the cage "in fact" wraps both models, to calculate normal vector "intersections" between them.

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All Comments (29)

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  • mil gracias, búscanos en facebook para agregarte a amigos, gracias

  • m super confused what should be added first ? should we first apply textures/diffuse map or other maps on the model before applying normal map ?

  • Excelente!  Gracias!

  • Ok. Now I just need to figure it out for something much more complicated. I tried it on a character, and the cage went crazy, looked like a mace.

  • Excelente, simple, resumido y bien explicado.... Un tutorial muy dificil de encontrar. Gracias!

  • ¡¡Gracias fenómeno!! Contigo en 7 minutos lo he entendido ¡5 estrellas y me suscribo!

  • mercy jefe, me ha sido muy util !

  • OMG! It's really helpful! Thanks for this tutorial!!!

  • Brilliant. This really helped me alot!!

  • i really liked this one. it helps people to understand this subject very well, because of the subtitles.

    THANKS!

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